MED GAIMS
GAmifIcation for Memorable tourist experienceS

About the project

Today’s demanding and discerning tourists don’t want just to observe, they wish to experience places. This experiential tourism trend is relevant to off-season travellers who choose this time of the year not only to lower costs but also to avoid crowds and increase chances for authentic interactions with locals. That's why MED GAIMS project will develop games in physical and virtual format to create experiences for tourists, giving a necessary competitive edge to the attractiveness of less-known sites. The project seeks to increase tourism flows, covering all niches and segments like off-season travellers, creating jobs opportunities and start-ups for game entrepreneurs. Gamification is culturally sensitive – we do not all have the same sense of what is fun – so multicultural, cross-border evaluation of the initiatives will be performed by the project before opening them up to international tourists. Eventually, 40 games will be selected and implemented in 12 tourism sites from 8 destinations.

Key information

MED GAIMS
GAmifIcation for Memorable tourist experienceS
A.1 Business and SMEs development
A.1.3 Sustainable tourism
Lebanon, Spain, Italy, Jordan

Financial data

2.3 million
Total budget
2.1 million
EU contribution
%
10%
Project co-financing

Highlights

Project in numbers

7
Partners
4
Countries
12
Technical outputs

Project duration

Start date
End date

Partnership

News

Events

Library

Project outputs

Documents

Videos

What will be improved?

As the project heavily relies on local communities to conceptualize and implement games, through self-employment or startups, for both high (technological) and low-skilled (manual, organizational) individuals, new employment/business opportunities will be created for young people, women and local SMEs. The project will also influence the improvement of tourism reputation of concerned destinations offering enhanced experiences tested at the cultural level, fostering the exploration of more sites, longer stays and return visits.

Who will benefit?

  • 40 public actors (tourism destination managers, site managers, tourism policy officials)
  • 40 private actors (from local civil society organizations, cultural and industry associations, schools, SMEs) involved in game design and game implementation as well as in business support activities
  • Job seekers and young graduates
     

Expected achievements

  • 1 technical seminar on "Experiential Tourism"
  • 2 ideas competition for creative and cultural operators
  • 8 creative labs for games design
  • 8 hackathons for games development
  • 40 pilot initiatives (game applications developed for tourist sites)
  • 8 experiential tourism strategies 
  • 1 gamification toolkit to support current and future game entrepreneurs
     

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