Strategy games for tourism education

Run a destination.
Feel the pressure.

A family of turn-based simulators built at the University of Madeira for students, hoteliers and destination managers. Each game puts you in one seat of the tourism system and makes you live with what the other seats decide.

All five games are live · free for universities, hotel schools and DMOs

destination
hotel
dmo
capacity
investment

The games

One island, five seats at the table

Same destination, same 8-cycle rhythm, same pressure gauge. What changes is who you are and what you can decide.

You are the territoryDestination Under Pressure

Plan a tourist destination over 8 cycles and keep four dials in balance: economy, resident satisfaction, sustainability and authenticity. Seven selectable destinations, from an Atlantic island to the Adriatic cruise coast, and challenges drawn from today's headlines: water stress, housing protests, tourist taxes, digital nomads, viral overtourism.

Live · MVP8 cycles7 destinationsPedagogical report

You are the hotelHotel Under Pressure

Demand is born outside your walls: airlines, the DMO and tour operators decide how many people land. You decide who sells your rooms. Allotment contracts with release dates, OTA commissions or direct sales with early-booking and weekday offers; then staff, food cost, weddings and congresses, all read through occupancy, ADR, RevPAR and GOPPAR.

Live · MVPRevenue managementDistributionUSALI P&L

You are the promoterDMO Under Pressure

Run the destination marketing organisation. Spend a budget across source markets, fairs and airline co-marketing; win congresses; answer to hoteliers who want volume and residents who want quiet. Every euro you move shows up, one or two cycles later, in the arrivals the other games have to absorb.

Live · MVPMarket mixAir co-marketingMICE bids

You are the infrastructureCapacity Under Pressure

The logistics layer of a destination: airport slots and seat capacity, cruise berths, ferries, buses, ride-hailing and rental cars. Match the connections the destination asks for against the people the territory can hold, measured in usable tourist area, square metres per visitor, length of stay and frequency. What you allow here becomes the ceiling of every other game.

Live · MVPCarrying capacityAir & sea accessMobility

You are the investorInvestment Under Pressure

Build the case for one project on the island, from a guesthouse or a 120-room hotel to an airport extension or a new cultural centre. The game walks you through each step of the investment scenario: sizing the market, forecasting revenue, choosing between equity, bank debt and leasing, and reading the result in NPV, IRR, payback and debt service cover. It explains every step and lets you see what one changed assumption does to the whole plan.

Live · MVPMarket sizingNPV · IRR · paybackFinancing mix

The system

Every game feeds the next

The five games share one model of the destination. Played alone, each one treats the others as the weather. Played together by different classes, they become each other's weather.

seats · berthsarrivals by marketreputation · revenue · jobspolicy · taxes · limitsdemand sharenew beds · venuesairport · port · roadsCAPACITYAccess & carrying limitDMOPromotion & market mixHOTELDistribution & operationsDESTINATIONTerritory, residents & policyINVESTMENTProjects & financingDashed: demand shares out between hotels · Solid: one cycle later
Capacity sets the ceiling

Seats, berths and beds per square metre of usable tourist area cap how many people can arrive, whatever the promotion spends.

DMO creates the demand

Budget by market and airline co-marketing turn capacity into arrivals, with a one- to two-cycle lag.

Hotels absorb it

Channel mix and operations turn arrivals into revenue, jobs and a reputation score that feeds back into demand.

Investment builds the stock

Every hotel, guesthouse, terminal or venue starts as a business case: market size, financing mix and projected returns decide what gets built and when.

The destination pays the bill

Resident satisfaction, sustainability and authenticity move with the total, and policy pushes back on all three.

Classroom

Built to be taught, not just played

Each game fits in two three-hour sessions plus a written report. The report is generated from the student's own game data and asks them to explain, with theory, why the result happened.

01 · Brief

45 minutes of context

Destination profile, the seat the student takes, the decisions available and the indicators they will be judged on.

8 cyclesteams of 2–3

02 · Play

Two sessions, one shock each

The teacher pauses after cycle 2 to debrief the first contracting decisions, and injects at least one shock that hits everyone at once.

OccupancyADR · RevPARGOPPARResidents

03 · Report

Explain the result

A structured report with the student's data pre-filled: demand decomposition, channel economics, displacement of one event, the P&L bridge and two shocks reviewed, with references.

USALIRubric≥5 sources

Partners

Made with the destination, for any destination

Madeira is the reference destination. The engine is generic; each partner adds its own destination profile, markets, operators and shocks using shared templates.

Lead · research and design
Universidade da Madeira · CiTUR Madeira

Design, simulation engine, pedagogy and the research programme on simulation-based learning in tourism.

Business partner
Partnership in development

A regional business association will bring hotel-side realism: channel economics, staffing, event pricing and the shocks hotels actually face.

Destination partner
Partnership in development

A destination authority will bring destination-side realism: arrivals by market, seasonality, air capacity and the logic of promotion and regulation.

Teach with it, or bring your destination

Universities, hotel schools and DMOs can pilot the games for free and contribute a destination profile.

contact@strategytourism.app