Please use this identifier to cite or link to this item: https://hdl.handle.net/10316/112086
DC FieldValueLanguage
dc.contributor.authorMarques, Célio Gonçalo-
dc.contributor.authorPedro, João Paulo-
dc.contributor.authorAraújo, Inês-
dc.date.accessioned2024-01-22T11:40:54Z-
dc.date.available2024-01-22T11:40:54Z-
dc.date.issued2023-
dc.identifier.issn2571-9408pt
dc.identifier.urihttps://hdl.handle.net/10316/112086-
dc.description.abstractBecause 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.pt
dc.language.isoengpt
dc.publisherMDPIpt
dc.relationUID/05488/2020pt
dc.rightsopenAccesspt
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt
dc.subjectgameful designpt
dc.subjectsafeguardpt
dc.subjectmuseumpt
dc.subjecttourismpt
dc.subjectgamificationpt
dc.subjectcultural heritagept
dc.titleA Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyondpt
dc.typearticle-
degois.publication.firstPage5935pt
degois.publication.lastPage5951pt
degois.publication.issue8pt
degois.publication.titleHeritagept
dc.peerreviewedyespt
dc.identifier.doi10.3390/heritage6080312pt
degois.publication.volume6pt
dc.date.embargo2023-01-01*
uc.date.periodoEmbargo0pt
item.openairetypearticle-
item.fulltextCom Texto completo-
item.languageiso639-1en-
item.grantfulltextopen-
item.cerifentitytypePublications-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:FPCEUC - Artigos em Revistas Internacionais
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This item is licensed under a Creative Commons License Creative Commons