Remus-Ion Hornoiu, Maria-Cristina Iorgulescu and Gianluca Felicetti

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Remus-Ion Hornoiu, Maria-Cristina Iorgulescu and Gianluca Felicetti ANALYSIS OF ROMANIAN MILLENNIAL TOURISTS’ MOTIVATIONS TOWARDS GAMIFICATION, AS A WAY TO DEVELOP ECOTOURISM   Remus-Ion Hornoiu, Maria-Cristina Iorgulescu and Gianluca Felicetti Abstract During the last period new trends of tourism demand have emerged, with a special focus towards sustainable forms of tourism, including ecotourism, understood as the tourism form practiced in natural protected areas. At the same time the Millennials have gained a significant amount of importance on the map of tourism demand, as characteristics such as motivation towards practicing tourism in a more responsible way, innate curiosity and extensive use of technology have made young tourists real life promoters of tourism. The use of technology in branding a destination, through gamification, although represents a quite recent trend, has a significant potential to become great selling points for ecotourism destinations. The fact that studies on this topics are still very few represents the starting point of the present research, which is aimed towards filling this gap. The primary objective of the undergone research is to analyze the motivations of young tourists to use gamification and technology, with a view towards developing ecotourism, thus supporting the practice of responsible and sustainable tourism forms. Results methodology and results The aim of this paper is the analysis of young Romanian – students studying tourism – tourists’ perceptions about gamification in ecotourism. Therefore, we conducted a research, based on the following questions: 1. What are the young Romanian - students studying tourism – tourists’ motivations to discover the ecotourism attractions from protected areas by using technology in tourism through games? 2. What are their perceptions regarding the importance of the advantages of gamification in ecotourism? During the period January-March 2018, a total of 163 questionnaires were downloaded from iSondaje.ro website and completed by the students studying tourism from Bucharest University of Economic Studies (BUES). When it comes to appreciate the measure of the respondents' motivations to discover the ecotourism attractions from protected areas, Curiosity reported the highest mean – 4.53, followed by Discover new things – mean 4.51, Desire for knowledge - mean 4.44, Exploring - mean 4.39, Entertainment - mean 4.24, Adventure - mean 4.23, Challenge - mean 4.19, Pleasure - mean 4.14, The challenge offered by the game - mean 4.03, Personal search - mean 3.88, Escapade - mean 3.86, Incitement - mean 3.79, Social desire - mean 3.72, Feeling of membership - mean 3.55. Table no. 1: Distribution indicators of young Romanian - students studying tourism – tourists’ perceptions on the advantages’ importance of gamification in ecotourism in protected areas The advantages of using technology in tourism through games in protected areas: N Valid Mean Median Mode Std. Dev. Leads to increased satisfaction of tourists 163 3.98 4.00 4 .860 Generates economic benefits for tourism operators 4.02 .769 Generates an increase in the degree of knowledge (brand awareness) of the touristic attractions 4.17 .835 Reduces the degradation of the touristic attractions 3.41 3.00 1.120 Increases the degree of involvement in tourism activities 4.05 .890 Regarding the perceptions of young tourists on the advantages of gamification in ecotourism in protected areas (table no.1) we report the following ranking: Generates an increase in the degree of knowledge (brand awareness) of the touristic attractions - mean 4.17, followed by Increases the degree of involvement in tourism activities - mean 4.05, Generates economic benefits for tourism operators - mean 4.02, Leads to increased satisfaction of tourists - mean 3.98, Reduces the degradation of the touristic attractions - mean 3.41. Conclusions The main contribution of the paper is the analysis of young Romanian – students studying tourism – tourists’ perceptions about gamification in ecotourism. We report that the most important young tourists motivations to discover the ecotourism attractions from protected areas are: Curiosity, Discover new things, Desire for knowledge, Exploring, Entertainment and Adventure. The respondents evaluated with high degree of importance the following advantages of using technology in tourism through games in protected area, that: Generates an increase in the degree of knowledge (brand awareness) of the touristic attractions, Increases the degree of involvement in tourism activities and Generates economic benefits for tourism operators.