Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z
Abstract
1. Introduction
- Research Question 1: How can the heterogeneous experiences of cultural heritage and gaming be combined in LBGs?
- Research Question 2: How does Generation Z perceive cultural heritage experiences through LBGs?
2. Materials and Methods
2.1. Characteristics of LBG Jeongdong Milseo
2.2. Constructivist Grounded Theory and Focus Group Interviews
2.2.1. Research Method
2.2.2. Selection of Research Participants
2.2.3. Data Collection
2.2.4. Data Analysis
3. Results
3.1. Site-Based Play
3.1.1. Conflict between Game Completion and the Physical Environment
I felt that movement took too long, both in terms of time and distance. After reaching Jungmyeongjeon Hall of Deoksugung, I started to feel tired.(Participant 2)
I checked my step count at that time; I had walked over 10,000 steps.(Participant 12)
3.1.2. Conflict between Game Completion and Tourism
When you visit the location and clear the mission, you have to move on to the next one right away. Usually when you hear “Please go to the next location”, you just go in that direction. So before leaving, I did not have thoughts like, “Should I take a look around here before moving on?” As a result, I feel like I went to many places, but despite the fact that they are valuable cultural heritage sites, my understanding of the places themselves is lacking.(Participant 6)
3.1.3. Linear Missions with a Set Order
The game felt like a guide. It felt like it was guiding the way, and I had to go to the places it told me to.(Participant 9)
While doing a mission at Deoksugung, I came across a beautiful spot and went to take a picture. After taking the picture, when I tried to resume the mission, I had to retrace my steps. This happened several times, which made the game less interesting and somewhat annoying.(Participant 13)
3.1.4. Rediscovering Cultural Heritage Sites
I was able to visit places that I might have just passed by, thinking it was just an alleyway. At Deoksugung, there was a mission to check the patterns inside the columns. Through this, I learned that the patterns were different on each column, and it was nice to take a closer look at places that I would usually just pass by.(Participant 8)
3.1.5. Site-Based Quizzes without the Actual Site
What left the deepest impression was when I had to look at the numbers on the tombstones with my own eyes, and then apply them to the picture (mission letter quiz) to find the combination.(Participant 10)
They were not based on historical knowledge but on skills used in escape room games, which I did not even play in the first place. I wondered why I would pay for such a tormenting experience when it would be better to implement more historical knowledge, such as searching for things on the internet or using the Deoksugung map.(Participant 4)
3.1.6. Inaccurate and Failed Feedback
In my case, there were problems with the AR, as it suddenly stopped working on my phone. When that happened, it offered hints as a substitute, but that was somewhat disappointing. Up until that moment, I felt immersed in the game, but after that, it felt more like just a mobile game, which was disappointing.(Participant 7)
During the game, we had to make a phone call. My immersion had already broken at the cathedral, but when I made the call I thought, “This is so crazy”, and became re-immersed in the game, even if just a little.(Participant 9)
3.2. Loose Story
3.2.1. Disrupted Roleplaying
When I was going from Deoksugung to Gyeonggyojang, the buildings were still old like in the past, so I felt like I had become a real independence activist for a moment.(Participant 5)
Honestly, I did not feel like I had become an independence activist. I tried, but there were too many distractions for me to immerse myself in the role, including the weather.(Participant 9)
3.2.2. Interaction with Characters
When I was delivering the funds and having a conversation with Kim Gu, that scene was emotional because it closely overlapped with what I learned about Gyeonggyojang from my history studies. Gyeonggyojang is where Kim Gu stayed and also where he was assassinated. That experience of being able to have a conversation with him at Gyeonggyojang itself was very moving for me.(Participant 15)
3.3. Mutually Pervasive Environments
3.3.1. Outdoor Environment: A “Magic Circle” with Holes
When I came out of the City Hall station, it was a weekend afternoon, so the whole street was full of protesters. So, I guess there were issues like the weather and the time. There was an intense heat wave when I played the game, and I did not think about environmental constraints like that.(Participant 10)
I was on my way home from work. Playing this by myself in a crowd as if I were the only one who was really busy was slightly embarrassing. It might not be something that I would do on my own.(Participant 12)
3.3.2. Social Environment: Lack of Human Interaction
I solved some questions and my friend also solved some too. It was definitely easier to solve the questions when we put our heads together, and it would have been somewhat embarrassing to walk around playing the game alone, so I played it with my friend.(Participant 3)
3.4. Generation Z’s Ambivalent Satisfaction
3.4.1. Ambivalence about the Gaming Experience
I think the content itself is a little lacking for adults to play right now. It might be helpful for children, but I’m not sure if adults would really make time for this. I think it would be helpful to prepare more content for adults.(Participant 13)
3.4.2. Ambivalence about the Cultural Heritage Experience
Since I do not usually visit historical sites for fun, it is true that this game gave me a starting point to go there, but it felt like I only experienced it without really learning anything. When I visit historical sites, I usually try to see and think more about what kind of place it is and what meaning it holds, but when playing the game, I was too focused on moving on to the next part, so I think I missed out on the learning I would have done if I had just gone there normally.(Participant 12)
3.5. Structure Combining Cultural Heritage Experience and Gaming Experiences in LBGs
4. Discussion
5. Conclusions
Funding
Institutional Review Board Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Mission Order | Mission Location (Tourism Destination) | Mission Content | Remarks (Used Media) |
---|---|---|---|
1 | Seoul Hall of Urbanism & Architecture (former Jeongdong Communications Bureau) | Tutorial Mission (Verify membership in Gwangmu Association) | Quizzes and Puzzles |
2 | Myeongdong Cathedral | First Mission (Obtain withdrawal certificate from missionary) | Quizzes and Puzzles Uses AR |
3 | Deoksugung Entrance | Second Mission (Find seal) | Quizzes and Puzzles Uses phone (Listen to mission) |
4 | Deoksugung | Third Mission (Withdraw independence funds) | Quizzes and Puzzles Uses AR |
5 | Former Shin-A Ilbo Annex | Clue 1 to find the final mission location | Quizzes and Puzzles |
6 | Yewon School | Clue 2 to find the final mission location | Quizzes and Puzzles |
7 | Yewon School Intersection | Clue 3 to find the final mission location | Quizzes and Puzzles |
8 | Gyeonggyojang | Deliver independence funds (Kim Gu’s message) | Operation success Take verification photo |
Category | Participant | Gender | Age | Experience Visiting Jeongdong | Alone or Accompanied | Time Taken to Play the Game |
---|---|---|---|---|---|---|
Group 1 | 1 | Female | 19 | No | Alone | 2 h 30 min |
2 | Female | 19 | No | Alone | 2 h | |
3 | Male | 19 | Yes | Accompanied | 2 h 30 min | |
4 | Male | 19 | No | Alone | 1 h 30 min | |
5 | Male | 19 | No | Accompanied | 2 h 30 min | |
Group 2 | 6 | Female | 22 | Yes | Alone | 1 h 30 min |
7 | Female | 21 | Yes | Accompanied | 2 h | |
8 | Male | 20 | Yes | Alone | 1 h 30 min | |
9 | Male | 22 | Yes | Alone | 1 h 30 min | |
10 | Female | 20 | Yes | Alone | 2 h | |
11 | Male | 19 | No | Alone | 2 h | |
Group 3 | 12 | Male | 20 | No | Alone | 2 h 30 min |
13 | Female | 23 | No | Accompanied | 1 h 30 min | |
14 | Female | 24 | Yes | Accompanied | 2 h | |
15 | Female | 19 | Yes | Accompanied | 2 h 30 min |
Opening Questions |
---|
1. Please talk about the following four things in order: |
Date and time of visit: year/month/day/hour |
Time spent experiencing content |
Previous experience visiting the content area |
Experienced content alone or with a companion |
Introductory Question |
2. After playing Jeongdong Milseo, did it feel closer to a cultural heritage experience or a gaming experience? |
Transition Questions |
3. Was Jeongdong Milseo helpful in experiencing the cultural heritage destinations? |
Key Questions |
4. Please describe your experience with Jeongdong Milseo in detail. Feel free to mention both positive and negative aspects. |
5. How would you create a game like Jeongdong Milseo? |
6. Do you have any thoughts about trying an LBG of this kind again? |
Ending Question |
7. If there is anything you missed the opportunity to say or wanted to say but could not because it was not included in the questions, please feel free to share. |
Initial Coding | Focused Coding | Theoretical Coding |
---|---|---|
Wanted to finish the game quickly due to the hot weather and decreased physical strength. Thought the gameplay playing area was too large. The average playtime of the participants was about 2 h. If they started the game late in the afternoon, they had to rush through the gameplay due to closing times. Thought the gameplay time should be shortened. | The conflict between game completion and the physical environment | Site-based “play” |
Felt they needed to finish the game faster than the expected playtime (around three hours) provided in the instructions. When concentrating on the game, they focused only on the backgrounds and buildings emphasized by the game. Felt they had to quickly move to the next mission location after clearing a mission. Wanted to return and enjoy the cultural heritage at a slow pace since they could not fully enjoy them while solving the quizzes. | The conflict between game completion and tourism | |
Annoyed that they had to retrace their steps because they could not learn the next mission location before finishing the previous one. Could not think about going anywhere else because the next mission location was revealed only after finishing the previous one. Wished the ending point of the game was announced like the starting point. Wanted to know beforehand how many places they had to visit. Wished they could choose where to go like in an open-world game. | Predefined mission order | |
Ended up paying close attention to places they might have otherwise passed by without noticing in order to solve quizzes. Learned about places they did not know while solving quizzes. Learned trivial things while solving quizzes. Enjoyed solving quizzes using the numbers on tombstones (Deoksugung) and the patterns on walls (cathedral). | Rediscovery of cultural heritage sites | |
Wished the quizzes could draw out the historical significance of the locations. Some quizzes were solvable even without being at the location. Wished there were questions that utilized more historical knowledge. Enjoyed examining the tombstones closely to solve the quizzes. | Site-based quizzes without the actual site | |
Lost momentum when AR recognition did not work (skipped due to cathedral construction). The provided map was inaccurate, so they had to go back and forth several times. Felt immersed when receiving a mission through a phone call after inputting the phone number. | Inaccurate and failed feedback | |
The story was relatable for all Koreans. Felt like a real independence activist as the story was about the history of the Jeongdong area. Felt invited when the game mission letters were delivered to their home. Too many things to consider before immersing themselves in the role of an independence activist (e.g., weather, noise, and quiz difficulty). Not enough hands to use multiple media (e.g., mission letters and mobile app). | Disrupted roleplaying | Loose “story” |
Felt like an independence activist when receiving the priest’s message in the cathedral mission. Independence activist’s speech in the phone mission was moving. The appearance of Kim Gu in the ending was moving. | Interaction with characters | |
Refreshing to play the game outdoors. Checked quiz answers without solving because they were too hard. Noise from nearby protests and other sources interfered with immersion. Felt embarrassed playing the game alone in a crowd. | Outdoor environment: a “magic circle” with holes | Mutually pervasive “environments” |
Would have been boring if played alone. Helpful to have a companion when solving questions. Would have been embarrassing without a companion. Would be nice to receive help from staff at Deoksugung or the exhibition hall. Would be nice to interact with people, not just places and objects, while doing missions. | Social environment: lack of human interaction | |
Disappointed compared to expectations after having tried an (indoor) escape room game. Found the content simple even though they like games. Found it more fun than expected since they did not have any information or expectations about the game. Some fresh and interesting parts, but the interest level drops for an adult audience. Wished there were more experiential elements. Would not pay for a similar game but would play if it were free. Reducing the “history” keyword would make it more enjoyable for adults. | Ambivalence about the gaming experience | Ambivalence |
Only played; did not learn. Thought that just getting them to visit the location was somewhat of a success. Aroused interest in the location, but the experience did not feel meaningful. Seemed more suitable for families or children’s education. Wished more historical materials were provided. From a cultural heritage lover’s perspective, wished more locations were included in the game. | Mixed satisfaction with the cultural heritage experience |
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Yun, H. Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z. Sustainability 2023, 15, 13777. https://doi.org/10.3390/su151813777
Yun H. Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z. Sustainability. 2023; 15(18):13777. https://doi.org/10.3390/su151813777
Chicago/Turabian StyleYun, Hyeyoung. 2023. "Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z" Sustainability 15, no. 18: 13777. https://doi.org/10.3390/su151813777
APA StyleYun, H. (2023). Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z. Sustainability, 15(18), 13777. https://doi.org/10.3390/su151813777