Gamification for Innovative Tourism and Business Development of the cross-border community (Q4300601): Difference between revisions
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Revision as of 12:42, 22 June 2022
Project Q4300601 in France, Italy
Language | Label | Description | Also known as |
---|---|---|---|
English | Gamification for Innovative Tourism and Business Development of the cross-border community |
Project Q4300601 in France, Italy |
Statements
379,744.62 Euro
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446,758.38 Euro
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85.0 percent
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1 July 2020
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1 July 2022
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FONDAZIONE DI PARTECIPAZIONE PER L'INNOVAZIONE E LO SVILUPPO IMPRENDITORIALE
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Q4388912 (Deleted Item)
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The TUR.ISICO project takes on the common challenge of driving the growth and entrepreneurial development of tourism enterprises in the cooperation area, with a view to achieving sustainability and enhancing local excellence. The project’s general objective is to strengthen the competitiveness of the tourism entrepreneurial fabric in the cross-border territory, in particular by developing and adopting innovative gamification tools. These activities will be based on guiding companies towards digital transformation, which is considered to be a fundamental lever to improve the effectiveness and efficiency of the tourism supply chain. One of the main outputs of the project will be the identification of the best gamification solutions to be applied to the tourism sector, to be included in a strategic plan, and the implementation of one of these solutions, involving also local companies during both the development and the launch phase. At the same time, the project involves the structuring of a cross-border network of points dedicated to the dissemination of digital culture and practices among SMEs in the tourism sector, and the provision of a structured training course and consulting services on digital business issues. The aim of the project is to use a cross-border methodological approach that is able to systematically integrate the contributions and information coming from partners in the cooperation area. The project will entail various activities to be carried out jointly, enhancing the resources already present in the different territories. In addition to its set-up which is strongly geared towards collaboration between the various partners, the project’s main innovative aspect lies in its use of gamification as a decisive tool for the promotion of tourism businesses, leveraging on the cultural heritage of the local areas, as well as its use of new marketing tools (English)
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