A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond

被引:15
作者
Marques, Celio Goncalo [1 ]
Pedro, Joao Paulo [1 ]
Araujo, Ines [1 ,2 ]
机构
[1] Polytech Univ Tomar, TECHN&ART Ctr Technol Restorat & Enhancement Art E, P-2300313 Tomar, Portugal
[2] Univ Coimbra, Fac Psychol & Educ Sci, LabTE, P-3000115 Coimbra, Portugal
来源
HERITAGE | 2023年 / 6卷 / 08期
关键词
gameful design; safeguard; museum; tourism; gamification; cultural heritage; SERIOUS GAMES; EDUCATION; CONTEXT; DESIGN;
D O I
10.3390/heritage6080312
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
Because of the possibilities that it opens for a variety of fields and practices, gamification has increasingly garnered significant attention. This has put it at the forefront of many significant debates around its applicability and implications. In the case of its application to cultural heritage, although there is much trailblazing to do, the body of work has been growing and the field is gaining its maturity. As such, this paper aims to take stock of the directions the field has been moving towards-to provide orientation for future work and projects that are yet to be developed. To do this, the paper aims to map out the publications in the field of gamified cultural heritage, by conducting a broader and systematic literature review. The study has found that, with regards to who the main actors with publications in the field are, a prominence of European institutions and networks, namely from Italy, Greece and the United Kingdom, can be observed. Regarding what heritage is being gamified and for what purpose, the study found a prominence of focus on historical, architectural and archeological heritage values and a very significant focus on gamification being used for motivation/engagement and for creativity enhancement. When looking at the gamification design dimensions that are given prevalence, intrinsic motivation seems to be prioritized, and, with regards to the observed target publics, tourists and visitors and seem to prevail in gamified heritage projects, with children as a specific group coming in second. Regarding technologies and tools being used, Mobile Applications, Augmented Reality (AR) and Virtual Reality (VR) are particularly prevalent. Regarding mentioned future orientations, the study found that a vast majority of papers are self-contained, both in scope of work and discussion, with most of those that do mention future directions indicating continuation and/or expansion of their specific project.
引用
收藏
页码:5935 / 5951
页数:17
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