2023
DOI: 10.3390/heritage6080312
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A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond

Célio Gonçalo Marques,
João Paulo Pedro,
Inês Araújo

Abstract: 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 prov… Show more

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Cited by 14 publications
(6 citation statements)
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“…In the field of cultural heritage, gamification is a tool used for a variety of purposes, from marketing for tourism purposes, to the protection of intangible and digital heritage assets, to cases where participatory methods are used to address conflicting or difficult aspects of heritage 52 .…”
Section: Xformal Theoretical Frameworkmentioning
confidence: 99%
“…In the field of cultural heritage, gamification is a tool used for a variety of purposes, from marketing for tourism purposes, to the protection of intangible and digital heritage assets, to cases where participatory methods are used to address conflicting or difficult aspects of heritage 52 .…”
Section: Xformal Theoretical Frameworkmentioning
confidence: 99%
“…While direct comparisons in museum settings are scarce, related research in educational and training contexts suggests that gamification can improve learning outcomes compared to virtual reality alone [73][74][75]. Additionally, many studies have reported better knowledge retention with gamification [76][77][78], which could indicate the potential benefits of applying gamification in virtual reality within museum contexts. Nevertheless, our findings suggest that implementing gamification concepts in virtual reality may not always yield more effective learning outcomes.…”
Section: Rq3 Learning Outcomes From Implementing Gamification In Vrmentioning
confidence: 99%
“…Articles [117][118][119][120][121] are crucial in advancing the theme. These studies particularly emphasize the sustainable aspect of mixed-reality applications in cultural heritage, such as reducing the wear and tear on physical artifacts and sites.…”
Section: Branch 3: Studies Based On An Immersive Design Technology Sy...mentioning
confidence: 99%