Showing posts with label Getaway. Show all posts
Showing posts with label Getaway. Show all posts
Saturday, October 5, 2013
The Getaway: A Hotel Room With 140 Characters
Then came the “digital detox” vacation — the no-cellphones, no-Internet-allowed response to increasingly inescapable and seemingly addictive technology. Now comes the backlash (or at least the appearance of one). The first “Twitter experience hotel” (a k a Sol Wave House) was introduced this summer in Majorca, Spain, where guests can ping requests to a “Twitter concierge” using hashtags like #fillmyfridge; flirt from poolside Bali beds by tweeting numbers printed atop the beds, like “How’s it going #balibed10?”; and sip cocktails while checking their smartphones for a live feed of virtual conversations bubbling up from every corner of the hotel. Meliá Hotels International, which owns more than 350 properties, including Sol Wave House, is pioneering the concept amid the still rising popularity of smartphones and social networking. The Internet is in more pockets today than ever before. In July the International Data Corporation, a research group, said the worldwide smartphone market experienced 52.3 percent year-over-year growth. (In the United States, 56 percent of adults own a smartphone, up from 35 percent in 2011, according to the Pew Research Center’s Internet and American Life Project surveys.) The number of people on social networking sites is also growing. About 1.3 billion people worldwide are now using social networks (that’s about 82 percent of the global Web population), up from about 1.2 billion last year, according to comScore. Sol Wave House was refurbished two years ago, but the Twitter theme — the “share the love” signs at the front desk, the Twitter suites and concierge — is new. “The social night-life scene is significant, so we already had a ripe environment that we were looking to augment,” said Tony Cortizas, vice president for global brand strategy of Meliá, which is based in Palma de Mallorca. The hotel itself is shaped somewhat like an amphitheater, with rooms and balconies that allow guests to peer down at public areas with pools, daybeds, wave machines and D.J.’s. “The clientele coming in are younger,” Mr. Cortizas said. And according to the Pew Research Center, which has been conducting one of the more thorough studies of Twitter, Internet users ages 18 to 29 in the United States are the most likely to use the network, making a Twitter theme hotel a distinct way to speak with that demographic. Mr. Cortizas said he marvels at how young people are living today. “It’s so completely normal for someone to be looking down on the street and walking into people because they’re looking at their device,” he said. “For the generations that are literally growing up that way, it’s really normal.” Sol Wave House is striving to “bring what is normal and every day for these guys and give them a sandbox to play in.” That sandbox includes a Twitter concierge that guests can instruct via tweet to “Get the Cava on ice” followed by “1 bottle, 4 glasses to the solarium,” as one visitor did last month. There are images of mustaches on mirrors in the rooms, encouraging guests to tweet goofy selfies. And on Friday afternoons at the height of the season, the concierge uses a pool party hashtag (#twitterpoolparty) to summon sun worshipers. To create a measure of privacy, all virtual interactions take place within an internal community available only to guests through an app and the hotel’s free Wi-Fi. Upon signing in with their personal Twitter accounts, guests can see who else is online, and send virtual kisses to one another. A recent peek behind that digital curtain showed guests uploading photos of their burgers, asking the concierge if there were any Russians visiting the hotel (there were) and participating in online contests. “In our business,” Mr. Cortizas said, “rooms are rooms and suites are suites, but in the end it’s always about what you are doing to deliver an experience to a customer. We were looking to try and do something that would differentiate us, and we were trying to do something that would be kind of fun.” So why Twitter? What about that other prominent social network? For one thing, competitors are already using Facebook to attract travelers. Take Ushuaïa Ibiza Beach Hotel, owned by the Palladium Hotel Group, which enables guests to instantly update their Facebook status by swiping their fingers on sensors around the grounds. Mr. Cortizas said the other major reason for emphasizing Twitter is that it is especially popular in Europe, from which Sol Wave House draws many guests.
Monday, June 3, 2013
The Getaway: Let’s Play: Making Travel a Game
For the next three hours the couple would explore the area and learn about its history by tackling trivia questions and accepting benign dares — challenges that came not from a tour guide, but from an app called Stray Boots that Ms. Peters had downloaded to her iPhone. The first question seemed like a test to ensure that they were in the right spot: “What color is the wall painted?” Ms. Peters typed “blue” on her iPhone. Up popped the verdict: “Correct!” That earned her 10 points from the app, which then provided some history about the 1973 artwork by Forrest Myers. The couple spent the rest of the afternoon racking up points for each riddle and dare they polished off, striving to achieve a perfect score of 240. At the Hollister store they were told to snap a photo of themselves with the shirtless greeters who flank the doors like naughty cousins of the toy soldiers outside F. A. O. Schwarz. Near Greene Street they were asked how many “real” glass windows were above the first floor of the trompe l’oeil public artwork by Richard Haas. “As we answered questions correctly, we were high-fiving in the middle of the street,” said Ms. Peters, a program coordinator in Brooklyn for a national nonprofit organization called Playworks. “You learn so many cool things.” Stray Boots, which sells $2-to-$12 tours of more than a dozen cities including New Orleans, Philadelphia and Miami, was introduced last year, though the company began testing the concept in 2009 using only text messages. Since then, it has sold more than 85,000 tours, roughly doubling sales each year, said its chief executive, Avi Millman. (Stray Boots is also available in Britain, where it’s known as UK: The Game.) I decided to take a tour in Times Square to see if even I, who work there, could learn a thing or two. I rolled my eyes when the app sent me to Toys “R” Us and the M&M’s World store. And I was disappointed that it didn’t explain the evolution of Father Duffy Square. I did, however, pick up a few factoids including how in the 1840s New York Police Department officers wore badges made of copper, which may have inspired the nickname “coppers” and later “cops.” Yet the app is merely one product in a wave of new travel programs and promotions that are using game theory to win over customers, particularly those under 30 (so-called millennials). Today online tour operators like Expedia are incorporating avatars and trivia contests into the browsing and booking process. Tourism offices in Pennsylvania and Illinois are proffering exclusive Foursquare badges to those who check in at sites in their states. Museums are using portable multimedia players to make walking through their collections feel a bit like being in a multiplayer video game. And the America’s State Parks Foundation is rolling out a new app by ParksbyNature Network called the Pocket Ranger — available in 40 states by the end of the year — that enables users to earn points and win prizes by signing up for GeoChallenges, outdoor quests that require players to use the app’s GPS feature to navigate to sites like dams, trails and reservoirs. It may sound like play, but it’s part of a broader business trend known as gamification. Gabe Zichermann, author of the new book “The Gamification Revolution” and chair of the annual Gsummit in San Francisco, describes it as the process of using the best ideas from games, loyalty and behavioral economics to engage people and solve problems (or both). It generally involves the use of motivational techniques and psychological triggers, like being alerted to a challenge or offered an opportunity for higher status, often in combination with digital candy like badges, points and leader boards. (Some of the fundamental ideas are derived from research by the social scientist BJ Fogg at Stanford University; you can learn about gaming your own behavior at Behaviorwizard.org.) Mr. Zichermann, himself an avid traveler, said that things elemental to travel are also elemental to gamification. Hard-core travelers like to keep score: they know how many countries they’ve visited and how many miles they’ve flown. They take pleasure in accumulating badges, like stamps on their passport (and, in bygone days, stickers on their luggage). They check off must-see landmarks like the Eiffel Tower and the Parthenon as if they are levels in a video game. Even the act of traveling from one place to another becomes a personal challenge: to do so with ever more speed and status. On a deeper level, though, great gaming experiences speak to our inner desire for mastery, autonomy and purpose, Mr. Zichermann noted. The same can be said of travel. “Why do we travel?” he said. “It’s all about creating memories and discovering ourselves. Gamification is perfectly aligned with that.” But a common misperception is that it’s strictly about competition, Mr. Zichermann said. Gamification can engage people simply by making travel more playful and social, like Virgin America’s new seat-to-seat delivery feature that encourages fliers to “get lucky” by sending one another cocktails and messages through the entertainment system touchscreens on seatbacks. Or KLM’s Meet & Seat program, which allows passengers to view one another’s Facebook and LinkedIn profiles before the flight and then pick a spot next to an intriguing stranger. Even acquiring travel skills has become a game with language-learning Web sites like Duolingo and MindSnacks. And photo-sharing apps like Instagram and Flickr, while not pure gamification, borrow elements of the practice, making travel feel more communal. Thanks to the ubiquity of smartphones and big data, gamification is now prevalent in practically every industry, though some of its roots are in travel, going back to the early 1980s, when American Airlines introduced its AAdvantage frequent flier program to create brand loyalty. Despite gamification’s popularity, there are many poorly designed experiences. In fact, the technology research company Gartner is predicting that by next year 80 percent of gamification projects will fail to meet business objectives. When done right, however, gamification can garner brand loyalty while also helping travelers interact, learn, share opinions and explore the world. To achieve the latter, companies that specialize in gamification say they are trying to design experiences that are emotional, that delight or surprise, unlike early loyalty programs, which Mr. Zichermann described as “transactional systems that are trying to get as much out of consumers as possible while giving as little as possible.”
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