User Experience with Game-Based and Leaflet-Based Tourism Information Interface Design (TIGID) Dataset
Description
[Dataset Description] This dataset was collected through a randomized between-subjects experiment investigating how tourism information interfaces influence information acquisition, cognitive and affective experience, usability, and continuance intention. The study compared two conditions: a conventional paper-based tourism leaflet and an interactive game-based tourism information system. A total of 60 participants in their 20s were randomly assigned to the two conditions, with 30 participants in each condition. Both conditions provided the same tourism information about Wanju, South Korea, while differing in the medium and interaction method. The leaflet-based condition presented information through a conventional printed format. The game-based condition transformed the same information into an interactive exploratory experience in which users navigated a virtual environment, interacted with non-player characters (NPCs), and accessed tourism information while progressing through the content. The information sequence was kept consistent with the leaflet while allowing users to actively navigate the virtual space. Before the experiment, participants completed a questionnaire assessing prior awareness of Wanju, familiarity with its tourist attractions, intention to visit, tourism information-search behavior, and previous experience with interactive content. After experiencing their assigned condition, participants completed a 20-item multiple-choice knowledge assessment, consisting of 10 conceptual-understanding items and 10 applied-understanding items. The conceptual items assessed comprehension of the presented tourism information, while the applied items assessed participants’ ability to connect the information with practical tourism situations. User experience was assessed across Cognitive Load (CL), Cognitive Flow (CF), Affective Flow (AF), Relevance/Cognitive Benefit (RQ), Accessibility/Usability (AU), Learnability (LE), and Continuance Intention (CU). The dataset also includes open-ended responses concerning perceived advantages, disadvantages, and suggestions for improving the tourism information interface. These responses capture experiences related to information organization, readability, visual presentation, interaction, navigation, engagement, information recall, and game-based exploration. Overall, the dataset enables comparison of leaflet-based and game-based tourism information design while maintaining equivalent informational content across conditions. It may support research on tourism information design, interactive tourism systems, gamification, user experience, information comprehension, cognitive and affective flow, learnability, and digital tourism experiences. Keywords: Tourism Information; Tourism Information Design; Game-Based Content; Interactive Tourism; User Experience; Gamification
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Institutions
- University of SeoulSeoul, Seoul