
The article examines the influence of digital technologies on how quest-based excursions are perceived by a youth audience in the context of the digitalization of the tourism industry. The popularity of interactive and gamified forms of cultural and educational tourism aimed at young consumers is increasing, whereas the factors determining the resulting user experience remain insufficiently explored. The study applies general scientific methods of analysis and synthesis, as well as empirical research methods, including a questionnaire survey and elements of correlation analysis. The research reviews digital tools used in quest-based excursions (mobile applications, QR codes, geolocation services, and augmented reality elements) and evaluates their impact on the level of engagement, emotional assessment of the route, and participant satisfaction. The practical significance of the study involves the possibility of applying the findings to the development and improvement of quest-based excursions targeted at the 18-35 age group, along with the creation of competitive tourism products that align with current digital trends.
quest-based excursions, digital technologies, youth, gamification, perception, interactive tourism.
quest-based excursions, digital technologies, youth, gamification, perception, interactive tourism.
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