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Apps, short for mobile applications, are software items specifically designed for smaller devices such as mobile/cell phones. Apps became popular in the 2010s, with the term being named “Word of the Year” by the American Dialect Society in 2010.
Mobile apps have a range of uses including navigation, attraction information and as marketing tools. Most apps are purchased and downloaded from either iTunes or Google Play, depending on the device type, with the majority of apps for attractions being free of charge for the user.
A recent development is the use of mobile apps as part of events and attractions themselves. For instance, Disney provided standalone handheld devices for trails at a number of its parks, which were replaced by an app equivalent on guests’ mobile devices. Mobile applications are touted as a more sustainable and financially viable alternative to many products. For example, they can replace paper maps for easier navigation around attractions.
This trend has also allowed many attractions to now offer a range of contactless interactions on-site, such as QR tickets for entry, mobile ordering for food and beverages, and cashless payments. Offering an app also enables operators to gather useful data about their visitors, meaning that they are able to tailor their marketing for a more personalised approach. This tech can streamline a visit, connecting guests with the activities that they want to access during their day out. Furthermore, it allows attractions to engage with guests in the pre-and post-visit stages too, sending useful information before they arrive and offers for future visits once they have returned home.
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