Ige PirnarDuygu ÇelebiMuruvvet Deniz Sezer2025-10-0620239781000934212, 978103227197210.4324/9781003291763-37https://www.scopus.com/inward/record.uri?eid=2-s2.0-85166509836&doi=10.4324%2F9781003291763-37&partnerID=40&md5=c527c9649fd1be94ec01e56c125d23d8https://gcris.yasar.edu.tr/handle/123456789/8544Gamification is a newly emerged concept which has many uses in a wide variety of fields. Tourism as an industry is one of these areas in which gamification practices are gaining popularity. The purpose of gamification in tourism is to engage tourists in numerous activities and tasks to enhance their touristic experience by utilising gaming dimensions. In recent years museum tourism has become a crucial motivational factor for touristic movement of all kinds. The rising popularity of gamification in the tourism industry is also reflected in museum tourism. The main objective of this chapter is to provide deep insight into how gamification practices could be used to create a demand for museum tourism by creating real experiences. The authors examined existing studies on this topic in the literature in detail and compiled different applications of gamification practices in museum tourism. © 2023 Elsevier B.V. All rights reserved.EnglishGamification in museum tourismBook Part