Within the potential of gamification, it could exist a better manner to explore the
information around specific attractions of each city, not only of the city as a whole, or
else have a practical way to redirect player to access more detailed information on the
Internet. At the end of the game, the player cannot explore the Brazilian locations
interactively. In this mode, the game wastes exploratory feature, one of the crucial
factors cited by Xu et al. (2013) in a game of tourism. Despite this, the game features
a well elaborated design. The visual is attractive and the soundtrack awakens the
senses of the player. In summary, the use of gamification as a marketing strategy for
tourism in Brazil is valid to diversify the promotion based on technology, given the
difficulty of measuring the effects of the game on tourists’ decision making.
Nonetheless, more research is needed to understand the motivation of tourists and
their expectations for gamification in tourism. Partnerships among game developers,
marketers and researchers to identify the demand of new consumers are indispensable
to the success of gamification in the Brazilian tourism mobile market.