A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?

Detalhes bibliográficos
Autor(a) principal: Marques, Célio Gonçalo
Data de Publicação: 2022
Outros Autores: Paulo Pedro, João, Dionísio, Marta, Almeida, Paula, Silva, Cláudia Pires da
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.5/28092
Resumo: Gamification has become an important tool in many organizations and fields of study. Despite the growing body of work, there are still many open paths for new research. This paper aims look at the uses of Gamification in the field of Cultural Heritage, to take account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on Gamification in Cultural Heritage. While other endeavors have been conducted by other authors to map out the field, the scope of this study aimed to be much broader. The goal was to understand who the main actors with publications in the field are, as well as for what purposes and to what forms of Heritage is gamification being applied to. The findings indicate that European institutions are the main publishers of research on Gamification in Heritage, with the field still being dotted with incidental, one-time, studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification, the field is largely dominated by GLAM institutions and groupings of mutually diverse Cultural Heritage assets, such as in tourist destinations. This paper also argues for more substantial networks and collaborative work between researchers.
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spelling A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?Gamification; Heritage; Tourism; Systematic Literature ReviewGamification has become an important tool in many organizations and fields of study. Despite the growing body of work, there are still many open paths for new research. This paper aims look at the uses of Gamification in the field of Cultural Heritage, to take account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on Gamification in Cultural Heritage. While other endeavors have been conducted by other authors to map out the field, the scope of this study aimed to be much broader. The goal was to understand who the main actors with publications in the field are, as well as for what purposes and to what forms of Heritage is gamification being applied to. The findings indicate that European institutions are the main publishers of research on Gamification in Heritage, with the field still being dotted with incidental, one-time, studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification, the field is largely dominated by GLAM institutions and groupings of mutually diverse Cultural Heritage assets, such as in tourist destinations. This paper also argues for more substantial networks and collaborative work between researchers.Repositório da Universidade de LisboaMarques, Célio GonçaloPaulo Pedro, JoãoDionísio, MartaAlmeida, PaulaSilva, Cláudia Pires da2023-08-21T09:05:39Z20222022-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.5/28092engJournal of Tourism and Heritage Research (2022), vol. 5, nº 4, pp. 64-83, Marques, C.G.; Pedro, J.P.; Dionísio, M.; Almeida, P.; Silva, C.P. “A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?”info: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:RCAAP2023-08-27T01:31:36Zoai:www.repository.utl.pt:10400.5/28092Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:27:32.278143Repositório 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 Cultural Heritage: Where are we? Where do we go?
title A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
spellingShingle A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
Marques, Célio Gonçalo
Gamification; Heritage; Tourism; Systematic Literature Review
title_short A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
title_full A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
title_fullStr A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
title_full_unstemmed A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
title_sort A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
author Marques, Célio Gonçalo
author_facet Marques, Célio Gonçalo
Paulo Pedro, João
Dionísio, Marta
Almeida, Paula
Silva, Cláudia Pires da
author_role author
author2 Paulo Pedro, João
Dionísio, Marta
Almeida, Paula
Silva, Cláudia Pires da
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Repositório da Universidade de Lisboa
dc.contributor.author.fl_str_mv Marques, Célio Gonçalo
Paulo Pedro, João
Dionísio, Marta
Almeida, Paula
Silva, Cláudia Pires da
dc.subject.por.fl_str_mv Gamification; Heritage; Tourism; Systematic Literature Review
topic Gamification; Heritage; Tourism; Systematic Literature Review
description Gamification has become an important tool in many organizations and fields of study. Despite the growing body of work, there are still many open paths for new research. This paper aims look at the uses of Gamification in the field of Cultural Heritage, to take account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on Gamification in Cultural Heritage. While other endeavors have been conducted by other authors to map out the field, the scope of this study aimed to be much broader. The goal was to understand who the main actors with publications in the field are, as well as for what purposes and to what forms of Heritage is gamification being applied to. The findings indicate that European institutions are the main publishers of research on Gamification in Heritage, with the field still being dotted with incidental, one-time, studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification, the field is largely dominated by GLAM institutions and groupings of mutually diverse Cultural Heritage assets, such as in tourist destinations. This paper also argues for more substantial networks and collaborative work between researchers.
publishDate 2022
dc.date.none.fl_str_mv 2022
2022-01-01T00:00:00Z
2023-08-21T09:05:39Z
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.5/28092
url http://hdl.handle.net/10400.5/28092
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Journal of Tourism and Heritage Research (2022), vol. 5, nº 4, pp. 64-83, Marques, C.G.; Pedro, J.P.; Dionísio, M.; Almeida, P.; Silva, C.P. “A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?”
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