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

Detalhes bibliográficos
Autor(a) principal: Marques, C. G.
Data de Publicação: 2023
Outros Autores: Pedro, João P., Araújo, Inês
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/50143
Resumo: 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.
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spelling A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyondgameful designsafeguardmuseumtourismgamificationcultural heritageBecause 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.MDPIRepositório ComumMarques, C. G.Pedro, João P.Araújo, Inês2024-03-04T14:22:57Z2023-08-192024-02-23T10:45:38Z2023-08-19T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/50143engcv-prod-333061910.3390/heritage6080312info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-07T14:25:43Zoai:comum.rcaap.pt:10400.26/50143Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:13:40.845470Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
title A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
spellingShingle A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
Marques, C. G.
gameful design
safeguard
museum
tourism
gamification
cultural heritage
title_short A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
title_full A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
title_fullStr A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
title_full_unstemmed A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
title_sort A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
author Marques, C. G.
author_facet Marques, C. G.
Pedro, João P.
Araújo, Inês
author_role author
author2 Pedro, João P.
Araújo, Inês
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Marques, C. G.
Pedro, João P.
Araújo, Inês
dc.subject.por.fl_str_mv gameful design
safeguard
museum
tourism
gamification
cultural heritage
topic gameful design
safeguard
museum
tourism
gamification
cultural heritage
description 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.
publishDate 2023
dc.date.none.fl_str_mv 2023-08-19
2023-08-19T00:00:00Z
2024-03-04T14:22:57Z
2024-02-23T10:45:38Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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10.3390/heritage6080312
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