Gamification Strategies for Enhancing Cultural Heritage Preservation

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Introduction

Gamification becomes a key tool for engaging and socializing with users across multiple sectors (Kapoor et al., 2018), including the preservation of cultural heritage — a priceless, non-renewable resource (Lee, Yi, & Kim, 2020). This proposal investigates gamification’s role in enhancing cultural heritage engagement, aiming to create a framework for gamification creators and designers that leverages gamification to augment educational and interactive aspects of heritage experiences.

Keywords: Gamification, Cultural Heritage, Digital Heritage, Research-Through-Design, Interaction Design

Problem Statement

Gamification researchers, creators, and designers face challenges in balancing the entertainment value of gamification with the educational and cultural depth of heritage content. There is a crucial need for innovative approaches that not only captivate and engage audiences but also respect and preserve the intrinsic value of cultural heritage. Additionally, gamification strategies in cultural heritage predominantly cater to audiences already versed in digital and gaming technologies, significantly narrowing their scope and excluding a broader demographic. This creates a challenge for creators to design inclusive experiences that engage non-gamers and those with varying levels of digital literacy, without sacrificing educational quality and cultural integrity.

Literature Review

Gamification is defined as the infusion of game strategies and elements into non-game contexts to enhance participant engagement and motivation (Deterding, Dixon, Khaled, & Nacke, 2011). Although it has entered many market and knowledge domains, its application in digital heritage remains notably limited (Paliokas et al., 2020). In the context of cultural heritage, gamification, including game elements like badges and points, has been used to enhance engagement (Bujari et al., 2017).

Despite its potential, simply reducing the complexity of well-designed games to their surface elements falls short of engaging individuals (Deterding, 2012). Stott & Neustaedter (2013) suggest that instead of avoiding game elements, emphasis should be placed on incorporating them as part of a deeper implementation that includes the foundations of good game design.

Gamified AR technologies have been studied in both indoor heritage institutions and outdoor heritage sites (Benckendorff et al., 2018). For example, Varinlioglu and Halici (2019) developed a treasure hunt game that combines virtual point collection with AR object discovery and trivia questions to help preserve archaeological heritage. However, challenges remain, such as the difficulty in understanding professional but important exhibit information, which can demotivate visitors and prevent them from grasping the significance of cultural artifacts (Chen, 2020).

While gamification in cultural heritage is appreciated by game designers for its potential to enhance engagement, several concerns have been raised. Gamification may risk diminishing the educational and cultural depth required for heritage experiences. Lee, Yi, & Kim (2020) highlight that gamification strategies may exclude non-gamers or those less familiar with digital technologies. This problem is compounded when gamified experiences, especially those requiring special equipment or prior training, are inaccessible or lack meaning for a broad demographic (Liarokapis, Voulodimos, Doulamis, & Doulamis, 2020; Paliokas et al., 2020).

Furthermore, Seaborn and Fels (2015) identified a gap between theoretical frameworks and their practical applications in gamification studies. This gap underscores a broader challenge in the field, as highlighted by Rapp et al. (2019), indicating that gamification has been slow to improve the design methods for gamified systems and services, suggesting a need for an integrated approach where theoretical insights and practical design strategies inform and enhance each other.

In summary, while gamification in cultural heritage education has potential, it is crucial to address its limitations and challenges. Despite these, gamification remains an effective approach across numerous sectors (Koivisto & Hamari, 2019). Therefore, future research should aim to develop more inclusive and deeply engaging gamification strategies that preserve the intrinsic value of cultural knowledge and ensure cultural heritage preservation efforts are truly inclusive.

Theoretical Framework

This research adopts a theoretical framework combining Khan et al. (2020)’s research on gamification in the cultural heritage context, emphasizing digital innovations (Augmented Reality (AR), Virtual Reality (VR), and Internet of Things (IoT), etc.) with a hermeneutic epistemology influenced by interpretative and narrative pedagogies (Marques et al., 2022). Drawing from a thorough review of gamification strategies and the epistemic principles of relational knowledge construction (Poletti, Gramigna, & Righetti, 2021), this approach underscores the synergy between diverse cognitive styles and technologies. Additionally, the foundational work of Piaget & Simondo (1971) on epistemology and knowledge theory reinforces the importance of an integrated, dynamic understanding of knowledge, framing gamification as a tool for active, engaged learning in cultural heritage preservation. This framework aims to sort effective gamification strategies grounded both theoretically and in practice.

Research Questions

1.How can creators integrate gamification into digital heritage projects to enhance engagement without diluting the cultural and educational value of the heritage content?

2.How can the gap between gamification theory and practical implementation be bridged to aid creators and designers in designing gamified heritage experiences more effectively?

Methodology

The research will adopt a research-through-design approach, focusing on the development, implementation, and iterative refinement of a gamified application for cultural heritage preservation. During the process, elements including development stages, challenges, and decision-making processes will be documented. Emphasizing the creator’s perspective, this methodology aims to bridge the theoretical-practical gap by generating insights from the design and user interaction process, incorporating user feedback to enhance the application’s engagement and educational value. This aligns with the research objectives by providing a practical framework for exploring gamification in cultural heritage, ensuring both creator and user perspectives are considered in development.

Expected Results and Impact

The study aims to provide actionable insights for creators and designers to use gamification to enhance cultural heritage engagement. Anticipated outcomes include guidelines for thoughtfully integrating game elements, designed to captivate diverse audiences and enrich their learning experiences, ultimately paving the way for gamified solutions that respect and amplify cultural narratives.

Bibliography

References

Benckendorff, P., Tussyadiah, I. P., & Scarles, C. (2018). The role of digital technologies in facilitating intergenerational learning in heritage tourism. In Information and Communication Technologies in Tourism 2018: Proceedings of the International Conference in Jönköping, Sweden, January 24-26, 2018 (pp. 463-472). Springer International Publishing.

Bujari, A., Ciman, M., Gaggi, O., & Palazzi, C. E. (2017). Using gamification to discover cultural heritage locations from geo-tagged photos. Personal and Ubiquitous Computing, 21(2), 235-252.

Chen, Z. R. (2020). The guidance system of gamification and augmented reality in a museum space. In Proceedings of the 25th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA) (pp. 671-680).

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining “gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17.

Izzo, F. (2017). Museum customer experience and virtual reality: H. BOSCH exhibition case study. Modern Economy, 8(4), 531-536.

Kapoor, K. K., Tamilmani, K., Rana, N. P., Patil, P., Dwivedi, Y. K., & Nerur, S. (2018). Advances in social media research: Past, present and future. Information Systems Frontiers, 20, 531-558.

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.

Liarokapis, F., Voulodimos, A., Doulamis, N., & Doulamis, A. (Eds.). (2020). Visual computing for cultural heritage. Cham: Springer.

Liu, S., & Idris, M. Z. (2018). Constructing a framework of user experience for museum based on gamification and service design. In MATEC Web of Conferences (Vol. 176, p. 04007). EDP Sciences.

Lee, J., Yi, J. H., & Kim, S. (2020). Cultural heritage design element labeling system with gamification. IEEE Access, 8, 127700-127708.

Marques, C. G., Pedro, J. P., & Araújo, I. (2023). A systematic literature review of gamification in/for cultural heritage: leveling up, going beyond. Heritage, 6(8), 5935-5951.

Marques, C. G., Pedro, J. P., Dionísio, M., Almeida, P., & da Silva, C. P. (2022). A systematic literature review of gamification in cultural heritage: Where are we? Where do we go? Journal of Tourism and Heritage Research, 5(4), 64-83.

Paliokas, I., Patenidis, A. T., Mitsopoulou, E. E., Tsita, C., Pehlivanides, G., Karyati, E., … & Tzovaras, D. (2020). A gamified augmented reality application for digital heritage and tourism. Applied Sciences, 10(21), 7868.

Piaget, J., & Simondo, P. (1971). Psicologia ed epistemologia: per una teoria della conoscenza. Loescher.

Poletti, G., Gramigna, A., & Righetti, M. (2021). Knowledge Building Processes Between Interaction and Collaboration: Cognitive Fields and Learning Processes. In Visions and Concepts for Education 4.0: Proceedings of the 9th International Conference on Interactive Collaborative and Blended Learning (ICBL2020) (pp. 230-239). Springer International Publishing.

Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research. International Journal of Human-Computer Studies, 127, 1-6.

Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31.

Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8(1), 36.

Varinlioglu, G., & Halici, S. M. (2019). Gamification of Heritage through augmented reality. eCAADe Sigradi, 513-518.

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