Gamification - Analysis, Design, Development and Ludification 2023
DOI: 10.5772/intechopen.107535
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Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning

Abstract: This chapter describes an experiment in the use of gamified processes within a downloadable smartphone augmented reality (AR) application situated in a heritage context of national (UK) significance. The AR project incorporated two distinct game modes, both of which were designed to simultaneously provide users with information and motivate continued engagement. The learning gained from the AR project pertains specifically to three core threads; the first, being of fundamental importance to gamification, is th… Show more

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