The Impact of Digital Games on Travel Motivation: A Qualitative Study on Students at Mersin University
Main Article Content
Abstract
This qualitative study examines how digital games shape the travel motivations of young people, focusing on Mersin University students. Data from 30 participants, collected via semi-structured interviews, were analyzed with Braun and Clarke’s (2006) thematic analysis. Findings show that games have moved beyond leisure to become multidimensional media that spark touristic curiosity. Open-world and story-driven role-playing titles—through visual realism and narrative depth—intensify desires to visit real destinations such as historic cities, exotic geographies, and natural landscapes. Cultural cues, including in-game music, architectural details, folklore, and gastronomic representations, reinforce authentic interest and imagined familiarity. Online gaming communities act as social proof in travel decisions by circulating recommendations, walkthroughs, and experience sharing. The expectation–reality gap between virtual exploration and the actual visit can recalibrate satisfaction, perceived authenticity, and destination image. Overall, results position digital games as next-generation destination marketing tools and a digital extension of creative tourism. The study proposes actionable steps: forge partnerships with developers, design virtual tours and “pre-experience” campaigns, co-create game-inspired itineraries, and incorporate digital media literacy into youth outreach. These strategies can translate game-driven curiosity into responsible, culturally sensitive visitation while expanding destinations’ narrative capital and competitive differentiation. Implications and limits for future research are briefly outlined herein.
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Beeton, S. (2016). Film-induced tourism (2nd ed.). Channel View Publications.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.
Gretzel, U., Fuchs, M., Baggio, R., Hoepken, W., Law, R., Neidhardt, J., Pesonen, J., Zanker, M., & Xiang, Z. (2020). e-Tourism beyond COVID-19: A call for transformative research. Information Technology & Tourism, 22(2), 187–203.
Hudson, S., Roth, M. S., Madden, T. J., & Hudson, R. (2015). The effects of social media on emotions, brand relationship quality, and word of mouth: An empirical study of music festival attendees. Tourism Management, 47, 68–76.
Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT Press.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. SAGE Publications.
Oncioiu, I. (2022). The use of virtual reality in tourism destinations as a tool for destination marketing. Sustainability, 14(7), 4191.
Patton, M. Q. (2015). Qualitative research & evaluation methods (4th ed.). SAGE Publications.
Richards, G. (2011). Creativity and tourism: The state of the art. Annals of Tourism Research, 38(4), 1225–1253.
Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.
Shin, H., & Kang, J. (2024). How does the metaverse travel experience influence virtual and actual travel behaviors? Focusing on the role of telepresence and avatar identification. Journal of Hospitality and Tourism Management, 58, 174-183.
Spielmann, N., & Orth, U. R. (2020). How virtual reality influences travel intentions: The role of mental imagery and happiness forecasting. Central European Business Review, 9(1), 1–15.
TÜİK. (2023). Hanehalkı bilişim teknolojileri kullanım araştırması. Türkiye İstatistik Kurumu. https://data.tuik.gov.tr
Tussyadiah, I. P., & Wang, D. (2016). Tourists’ attitudes toward proactive smartphone systems. Journal of Travel Research, 55(4), 493–508.
Unur, K., & Kınıklı, M. A. (2020). Otel müşterilerine yönelik deneyimsel pazarlamanın memnuniyete etkisi: Kapadokya örneği. Seyahat ve Otel İşletmeciliği Dergisi, 17(3), 378-393.
Wolf, M. J., & Perron, B. (Eds.). (2023). The Routledge companion to video game studies. Taylor & Francis.
Xiang, Z., & Fesenmaier, D. R. (2016). Big data analytics, tourism design and smart tourism. In Analytics in smart tourism design: concepts and methods (pp. 299-307). Cham: Springer International Publishing.
Ye, D., Cho, D., Liu, F., Xu, Y., Jia, Z., & Chen, J. (2024). Investigating the impact of virtual tourism on travel intention during the post-COVID-19 era: evidence from China. Universal access in the information society, 23(4), 1507-1523.
Yin, S., Cai, T., & Tang, C. (2024). The impact of tourism destination factors in video games on players’ intention to visit. Journal of Resources and Ecology, 15(2), 474–483.