Revitalizing Rural Heritage Through an Intergenerational Alternate Reality Game: A Mixed-Methods Study in Taiwan
Abstract
1. Introduction
1.1. Research Background and Motivation
1.2. Literature Gaps and Problem Statement
- Insufficient evidence on integrating dispersed resources: Current studies often focus on enhancing experiences at a single site. There is a distinct lack of empirical research demonstrating whether an ARG can systematically connect geographically and thematically scattered cultural assets to create a unified narrative and measurably alter visitor behavior.
- A scarcity of intergenerational design frameworks: The majority of research targets younger demographics. Consequently, the literature is insufficient in providing a theoretical and practical framework for designing ARG systems that are explicitly intergenerationally friendly, capable of bridging the digital divide and fostering meaningful collaboration between different age groups.
1.3. Innovative Contributions of the Research
1.4. Research Objectives
- To effectively translate the fragmented cultural assets of Shiding into a coherent and immersive narrative experience.
- To evaluate the system’s effectiveness in enhancing cultural engagement, learning outcomes, and emotional connection across different age groups.
- To validate the role of “reciprocal scaffolding” in promoting intergenerational collaboration and community identity.
- To propose a replicable and scalable model for the digital transformation of rural cultural tourism.
1.5. Research Questions
1.6. Scope and Limitations
1.6.1. Scope of Research
- Geographic Scope: The empirical research is conducted exclusively within Shiding District, New Taipei City, focusing on a specific farmstead and its surrounding cultural landscape.
- Participant Scope: Participants include local stakeholders and tourists from diverse age groups (youth, middle-aged, and older adults) interested in cultural tourism.
- Technological Scope: The study focuses on a lightweight, low-cost ARG model utilizing existing cloud platforms and mobile technology, rather than developing a standalone, high-cost application.
1.6.2. Limitations
2. Literature Review and Theoretical Framework
2.1. Tourism Paradigm Shift: From Sightseeing to Immersive Cultural Experiences
2.1.1. The Evolution and Critique of the Experience Economy Theory
2.1.2. Fragmentation and the Need for Narrative Integration in Rural Tourism
2.2. Alternate Reality Games and Cultural Heritage Revitalization
2.3. Theoretical Basis and Critical Analysis of ARGs
2.3.1. Core Theory: TINAG, Pervasive Games, and Transmedia Storytelling
2.3.2. Applications and Limitations
2.4. Application and Limitations of Scaffolding Theory in Digital Gamification
2.4.1. Core Concepts of Vygotsky’s Scaffolding Theory
2.4.2. Scaffolding in Digital and Gamified Learning Environments
2.4.3. Limitations and Contextual Constraints
2.4.4. Integrating Scaffolding with Place-Based ARG Design
2.5. Integration of Intergenerational Learning and Community Engagement Theories
2.5.1. Theoretical Basis of Intergenerational Learning
2.5.2. Community Engagement and Value Co-Creation Theory
2.6. Trends and Challenges in the Digital Transformation of Rural Tourism
2.7. Theoretical Integration and Hypothesis Development
2.7.1. Construction of an Integrated Theoretical Framework
2.7.2. Development of Research Hypotheses
2.8. Section Summary
2.9. Integrated Theoretical Logic of ARG-Based Cultural Learning
3. Research Methodology and Design
3.1. Research Design and Rationale
3.2. Research Process and Phases
3.3. Research Site and Participants
3.4. Data Collection and Analysis
3.4.1. Qualitative Data Collection and Analysis
3.4.2. Quantitative Data Collection and Analysis
3.5. Ethical Considerations and Data Integrity
3.5.1. Ethical Protocols
3.5.2. Attrition and Missing Data
3.5.3. Longitudinal Limitation
3.5.4. Background Factors
4. Results
4.1. Overview
4.2. ARG System Design and Development Results
4.2.1. Needs Analysis and Establishment of Design Principles
4.2.2. Architecture of the ARG Prototype
4.2.3. Development Results of Core Functional Modules
4.2.4. Technical Implementation and Innovative Features
4.2.5. Iterative Development Process
4.3. System Validation and User Experience Evaluation
4.3.1. Functional Completeness Validation
4.3.2. User Interface Design Validation
4.3.3. System Stability and Performance Testing
4.4. Field Experiment Implementation Results
4.4.1. Experiment Design and Execution
- Pre-test Questionnaire: Assessed participants’ initial cultural cognitive level.
- ARG Experience: A complete 2–3 h task experience.
- Real-time Observation: The research team recorded interactive behaviors on-site.
- Post-test Questionnaire: Evaluated various indicators after the experience.
- In-depth Interviews: Representative participants were selected for qualitative interviews.
4.4.2. Participant Recruitment and Distribution
4.4.3. Analysis of System Usage Behavior
4.5. Quantitative Analysis Results
4.5.1. Descriptive and Inferential Results
4.5.2. Intergenerational Differences in Key Constructs
4.5.3. Summary of Quantitative Findings
4.6. Qualitative Analysis Results
4.6.1. Community Co-Creation and Local Engagement
“I didn’t expect to talk with the owner of the B&B about the history of mushroom farming. It made me realize this game was more about learning from the community than just playing.”(Participant P07, age 22)
“Working with students made me feel young again. They taught me about QR codes, and I taught them the old mining songs.”(Participant P51, age 63)
4.6.2. Scaffolding Support and Learning Experience
“The steps were clear, but I could still make choices. It felt like solving a mystery and learning about the place at the same time.”(Participant P14, age 20)
4.6.3. Narrative Integration and Emotional Immersion
“It felt like uncovering a secret history that belonged to us. When the story ended, I didn’t want to leave.”(Participant P36, age 29)
4.6.4. Integrative Interpretation
- Community co-creation promoted place identity, mutual learning, and intergenerational bonding.
- Scaffolding support enhanced learners’ sense of competence and guided discovery.
- Narrative integration amplified emotional immersion and long-term memory retention.
4.7. Triangulated Validation of Research Hypotheses
4.7.1. Synthesis of Triangulated Findings
4.7.2. Summary
4.8. Section Summary and Discussion Preview
5. Results and Discussion
5.1. RQ1—Cultural Understanding and Learning
5.2. RQ2—Scaffolding, User Experience and Immersion
5.3. RQ3—Community Engagement and Value Co-Creation
5.4. RQ4—Fragmentation, Intergenerationality and Design Implications
6. Conclusions and Recommendations
6.1. Summary of Key Findings
6.2. Theoretical Contributions
6.3. Practical Implications
6.4. Limitations of the Study
6.5. Directions for Future Research
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| ARGs | Alternate Reality Games |
Appendix A. Full Questionnaire
| Construcs | Items |
|---|---|
| Cultural Learning and Cognition | C1. I have gained a deeper understanding of Shiding’s tea culture, mining history, or Lingzhi industry. C2. The stories or characters in the tasks helped me understand the local cultural context. C3. I am able to clearly explain the cultural knowledge learned in the tasks to others. C4. I feel that the task content is closely related to the local features of Shiding. C5. I have developed greater interest in exploring local culture. |
| Learning Support and Scaffolding | S1. The hints provided in the tasks (e.g., maps, audio guides) were helpful for completing tasks. S2. I found the cultural encyclopedia content in the tasks to be clear and understandable. S3. I felt sufficiently supported in my learning while completing the tasks. S4. The task design made me more confident in exploring local culture. S5. I am able to complete the tasks without external assistance. |
| System Usability and User Experience | U1. The system interface was simple and intuitive to operate. U2. The task design was engaging and challenging. U3. I enjoyed using multiple interactive features (QR, AR, voice) to complete tasks. U4. The overall task flow was smooth, and I did not encounter technical barriers. U5. I am satisfied with the overall task experience. |
| Immersion and Emotional Resonance | I1. I felt as if I was immersed in the story setting of the tasks. I2. The characters or narratives in the tasks evoked emotional resonance. I3. I have developed a deeper emotional connection to Shiding. I4. I am willing to participate in similar task activities again. I5. I would recommend this task experience to others. |
| Community Engagement and Co-Creation | E1. I had opportunities to interact with local residents during the tasks. E2. I felt that the task content authentically represented Shiding’s cultural features. E3. I am willing to contribute to local cultural co-creation tasks (e.g., by providing stories, hints). E4. The tasks increased my sense of identity with the culture and values of Shiding. E5. I believe this task has a positive impact on promoting local culture. |
| Open-Ended Questions | O1. What was your favorite part of the tasks? O2. What aspects could be improved? O3. Do you have any other experiences or suggestions you would like to share? |
Appendix B. Interview Guide
- Before participating in this gamified tourism activity, what was your understanding of Shiding’s culture?
- Which tasks or interactions helped you gain a deeper understanding of the local culture?
- Do you think this interactive approach is more effective than traditional guided tours for understanding culture? Why or why not?
- Did you experience a sense of immersion during the tasks? Which specific scenarios left the deepest impression?
- Did you interact with local residents or cultural guides? How did these interactions influence your experience?
- Did you develop an emotional connection to Shiding during the activity? Through which tasks or stories?
- Would you be willing to revisit or recommend this destination? For what reasons?
- What are your thoughts on the difficulty and appeal of the tasks?
- Which game elements (e.g., role-play, puzzles, QR/AR interactions) were most engaging for you?
- How satisfied are you with the overall activity?
- What aspects could be improved? Are there any cultural elements or interactive formats you wish to add?
- Do you feel the activity provided enough learning support?
- If improvements were to be made, in what areas would you like to see more hints or interactive design?
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| Contribution Level | Innovative Value |
|---|---|
| Theoretical Innovation | Pioneering Integration: Proposes a novel framework integrating Vygotsky’s Scaffolding Theory into ARG design for cultural heritage, introducing a “Cultural Learning Scaffolding Model.” Unique Concept: Defines “Reciprocal Scaffolding,” where youth provide technical support and elders share cultural knowledge, extending learning theory to informal, intergenerational contexts. |
| Methodological Innovation | Systematic Framework: Employs an exploratory sequential mixed-methods design, forming a replicable cycle from qualitative exploration to quantitative validation. Replicable Paradigm: Offers a balanced paradigm for applying ARGs to cultural tourism, integrating contextual depth and empirical rigor. |
| Practical Innovation | Low-Cost, Scalable Model: Utilizes cloud-based tools for affordable implementation in resource-limited communities. Community Empowerment: Adopts participatory design to transform residents from passive participants to active cultural co-creators, fostering sustainable engagement. |
| Limitation | Description | References |
|---|---|---|
| Theoretical Fragmentation | Lack of integrated frameworks combining ARG, learning, and tourism theories | [22,25] |
| Sample and External Validity Issues | Small, site-specific samples limit generalizability across cultures and age groups | [7,8] |
| Short-Term Evaluation Bias | Focus on immediate satisfaction rather than long-term learning or behavioral change | [22] |
| Intergenerational Digital Divide | Limited accessibility for older adults and local residents | [23,25] |
| Technical Barriers | Usability issues, device complexity, and network limitations hinder engagement | [20] |
| Theory | Principle | ARG Use | Outcome |
|---|---|---|---|
| Scaffolding Theory | Zone of Proximal Development, progressive support | Multi-level hint system, adaptive guidance | Promotes effective learning |
| Intergenerational Learning Theory | Knowledge complementarity, mutual teaching | Role division design, collaborative tasks | Enhances generational understanding |
| Value Co-creation Theory | Three-stage co-creation process | Pre-visit preparation, on-site interaction, post-visit sharing | Increases sense of participation |
| Self-Determination Theory | Autonomy, competence, relatedness | Choice-based design, achievement system, community features | Strengthens intrinsic motivation |
| Research Phase | Timeframe | Key Activities | Outputs | ARG Iteration |
|---|---|---|---|---|
| Phase 1: Qualitative Exploration | Weeks 1–4 (Month 1) | Semi-structured interviews (n = 12 local residents, n = 10 youth); Focus groups (2 sessions); Field observation | Identification of cultural narrative themes (stone houses, mushroom farming, mining); User needs list; Initial storyline draft | Alpha prototype |
| Phase 2: Iterative Development | Weeks 5–8 (Month 2) | Co-creation workshops (3 sessions, residents + students); Game mechanics design (puzzles, tasks); Narrative integration | Draft of game mechanics; Narrative script; Tasks integrating dispersed cultural assets | Beta prototype |
| Phase 3: Quantitative Evaluation | Weeks 9–12 (Month 3) | Pre/post surveys (n = 78); On-site ARG playtesting; Measurement of five constructs | Pre/post-test dataset; Age-group comparative analysis; Effect size report | Release version |
| Design Principle | Source of Local Need | Specific Implementation |
|---|---|---|
| Cultural Authenticity | Interviews with local elders | Integration of real historical figures and events |
| Progressive Learning | Suggestions from educators | Five-stage task design with increasing difficulty |
| Intergenerational Accessibility | Need for family participation | Diverse interaction modes and collaborative mechanisms |
| Local Narrative Integration | Collaboration with cultural historians | A unified storyline connecting dispersed attractions |
| Community Co-creation | Willingness of residents to participate | Open content contribution platform |
| Technical Aspect | Technology Used | Innovative Feature |
|---|---|---|
| Frontend Interaction | Google Forms + Physical Game Cards | Zero Development Cost, High Accessibility: Utilizes phone’s native browser and camera for ease of participation across generations. |
| Backend and Data | Google Data Studio + GA4 Integration | Data-Driven Decisions, Automated Visualization: Employs free data tools for user behavior analysis and future optimization. |
| QR Code Functionality | Web Redirects | Dynamic Linking, Easy Maintenance: Connects physical elements to online content via QR codes, enhancing flexibility. |
| Geolocation | Mobile GPS + Physical Guide Map | Physical-Digital Complementarity, Guided Exploration: Merges GPS with a tangible map to enrich navigation experience. |
| Content Management | Google Docs Collaborative Platform | Community Co-creation, Dynamic Empowerment: Facilitates community-driven content updates through a collaborative cloud platform. |
| Performance Metric | Test Result | Industry Standard | Status |
|---|---|---|---|
| Startup Time | 2.3 s | <3 s | ✓ Pass |
| QR/AR Loading Time | 1.8 s | <2 s | ✓ Pass |
| Memory Usage | 145 MB | <200 MB | ✓ Pass |
| Battery Life | 3.2 h | >3 h | ✓ Pass |
| Network Traffic | 25 MB/h | <30 MB/h | ✓ Pass |
| Demographic Variable | Category | n | Percentage |
|---|---|---|---|
| Gender | Male | 37 | 47.4% |
| Female | 41 | 52.6% | |
| Age | 18–30 | 32 | 41.0% |
| 31–50 | 31 | 39.8% | |
| >50 | 15 | 19.2% | |
| Identity | Student | 25 | 32.1% |
| Office Worker | 31 | 39.7% | |
| Tourist | 25 | 28.2% |
| Behavioral Metric | Mean | SD | Range |
|---|---|---|---|
| Total Experience Time | 156 min | 23 min | 98–185 min |
| Task Completion Rate | 94.2% | 8.7% | 75–100% |
| AR Function Usage | 23.4 times | 6.2 times | 12–35 times |
| Community Interactions | 8.7 times | 4.3 times | 2–18 times |
| Content Shares | 3.2 times | 2.1 times | 0–8 times |
| Construct | Pre-Test Mean | Post-Test Mean | t(77) | p-Value | Cohen’s d |
|---|---|---|---|---|---|
| Cultural Understanding | 3.24 | 2.96 | −2.79 | 0.0067 | −0.32 |
| Learning Support | 3.21 | 3.00 | −2.43 | 0.0174 | −0.28 |
| Immersion | 3.35 | 4.05 | 7.57 | <0.001 * | 0.86 |
| User Experience | 3.46 | 4.15 | 7.24 | <0.001 * | 0.82 |
| Community Engagement | 3.22 | 3.11 | −1.13 | 0.2620 | −0.13 |
| Construct | 18–30 Years (n = 32) | 31–50 Years (n = 31) | 51+ Years (n = 15) | F | p |
|---|---|---|---|---|---|
| Cultural Understanding | 2.79 ± 0.68 | 3.05 ± 0.77 | 3.15 ± 0.85 | 1.54 | 0.222 |
| Learning Support | 2.90 ± 0.63 | 2.92 ± 0.70 | 3.37 ± 0.78 | 2.78 | 0.069 |
| User Experience | 3.71 ± 0.34 | 4.19 ± 0.35 | 4.48 ± 0.18 | 35.50 * | <0.001 |
| Immersion | 3.80 ± 0.32 | 4.31 ± 0.40 | 4.67 ± 0.24 | 37.52 * | <0.001 |
| Community Engagement | 3.26 ± 0.79 | 2.93 ± 0.85 | 3.17 ± 0.88 | 1.28 | 0.284 |
| Hypothesis | System Evidence | Quantitative Result | Qualitative Support | Validation Outcome |
|---|---|---|---|---|
| H1. Local cultural understanding | Integrated storyline, site-based missions | No significant pre-post improvement | Enhanced place identity | Partially Supported |
| H2. Scaffolding in learning | Five-stage guidance, hint layers | Small, non-significant changes | Clear progression, guided autonomy | Partially Supported |
| H3. User experience and immersion | Intuitive UI, stable system | Significant pre-post gains with large effects | Emotional engagement, positive UX | Supported |
| H4. Intergenerational co-creation | Collaborative tasks, shared stories | Moderate post-test levels, limited pre-post change | Mutual learning across ages | Partially Supported |
| H5. Intergenerational inclusivity | Multi-modal participation | Few age differences except for UX and immersion | Reciprocal scaffolding | Supported with qualifications |
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Lee, J.-H.; Wang, C.Y. Revitalizing Rural Heritage Through an Intergenerational Alternate Reality Game: A Mixed-Methods Study in Taiwan. Sustainability 2026, 18, 338. https://doi.org/10.3390/su18010338
Lee J-H, Wang CY. Revitalizing Rural Heritage Through an Intergenerational Alternate Reality Game: A Mixed-Methods Study in Taiwan. Sustainability. 2026; 18(1):338. https://doi.org/10.3390/su18010338
Chicago/Turabian StyleLee, Jui-Hsiang, and Chien Yao Wang. 2026. "Revitalizing Rural Heritage Through an Intergenerational Alternate Reality Game: A Mixed-Methods Study in Taiwan" Sustainability 18, no. 1: 338. https://doi.org/10.3390/su18010338
APA StyleLee, J.-H., & Wang, C. Y. (2026). Revitalizing Rural Heritage Through an Intergenerational Alternate Reality Game: A Mixed-Methods Study in Taiwan. Sustainability, 18(1), 338. https://doi.org/10.3390/su18010338

