Gamifying the visit to places with valuable landscapes

Detalhes bibliográficos
Autor(a) principal: Jesus, Rui
Data de Publicação: 2020
Outros Autores: Conceição, Catarina, Lopes, Gonçalo
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.21/11196
Resumo: The landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.
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spelling Gamifying the visit to places with valuable landscapesCultural landscapeGamificationMobile computingThe landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.EUDL – European Union Digital LibraryRCIPLJesus, RuiConceição, CatarinaLopes, Gonçalo2020-03-04T10:50:36Z2020-02-042020-02-04T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.21/11196engJESUS, Rui; CONCEIÇÃO, Catarina; LOPES, Gonçalo – Gamifying the visit to places with valuable landscapes. EAI Endorsed Transactions on Creative Technologies. ISSN 2409-9708. Vol. 6, N.º 20 (2020), pp. 1-82409-970810.4108/eai.30-7-2019.162946info: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:RCAAP2023-08-03T10:02:10Zoai:repositorio.ipl.pt:10400.21/11196Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:19:29.578539Repositório 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 Gamifying the visit to places with valuable landscapes
title Gamifying the visit to places with valuable landscapes
spellingShingle Gamifying the visit to places with valuable landscapes
Jesus, Rui
Cultural landscape
Gamification
Mobile computing
title_short Gamifying the visit to places with valuable landscapes
title_full Gamifying the visit to places with valuable landscapes
title_fullStr Gamifying the visit to places with valuable landscapes
title_full_unstemmed Gamifying the visit to places with valuable landscapes
title_sort Gamifying the visit to places with valuable landscapes
author Jesus, Rui
author_facet Jesus, Rui
Conceição, Catarina
Lopes, Gonçalo
author_role author
author2 Conceição, Catarina
Lopes, Gonçalo
author2_role author
author
dc.contributor.none.fl_str_mv RCIPL
dc.contributor.author.fl_str_mv Jesus, Rui
Conceição, Catarina
Lopes, Gonçalo
dc.subject.por.fl_str_mv Cultural landscape
Gamification
Mobile computing
topic Cultural landscape
Gamification
Mobile computing
description The landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.
publishDate 2020
dc.date.none.fl_str_mv 2020-03-04T10:50:36Z
2020-02-04
2020-02-04T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.21/11196
url http://hdl.handle.net/10400.21/11196
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv JESUS, Rui; CONCEIÇÃO, Catarina; LOPES, Gonçalo – Gamifying the visit to places with valuable landscapes. EAI Endorsed Transactions on Creative Technologies. ISSN 2409-9708. Vol. 6, N.º 20 (2020), pp. 1-8
2409-9708
10.4108/eai.30-7-2019.162946
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publisher.none.fl_str_mv EUDL – European Union Digital Library
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