A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond
Abstract
:1. Introduction
2. Methodological Considerations
- What heritage is being gamified?
- Are the gamification projects more institution-oriented or tourist-oriented?
- What gamification design dimensions are present in the project?
- What technologies were used in the gamification project?
- What are the target publics of the gamification project?
- What future directions do the authors wish to see explored?
3. Findings and Discussion
3.1. Q1. What Heritage Is Being Gamified?
3.2. Q2. Are the Gamification Projects More Institution-Oriented or Tourism-Oriented?
3.3. Q3. What Gamification Design Dimensions Are Present in the Project?
- Intrinsic Motivation Heuristics
- 1.1.
- “Purpose and Meaning”, affordances aimed at helping users identify a meaningful goal that will be achieved through the system and can benefit the users themselves or other people;
- 1.2.
- “Challenge and Competence”, affordances aimed at helping users satisfy their intrinsic need of competence through accomplishing difficult challenges or goals;
- 1.3.
- “Completeness and Mastery”, affordances aimed at helping users satisfy their intrinsic need of competence by completing series of tasks or collecting virtual achievements;
- 1.4.
- “Autonomy and Creativity”, affordances aimed at helping users satisfy their intrinsic need of autonomy by offering meaningful choices and opportunities for self-expression;
- 1.5.
- “Relatedness”, affordances aimed at helping users satisfy their intrinsic need of relatedness through social interaction, usually with other users;
- 1.6.
- “Immersion”, affordances aimed at immersing users into the system to improve their aesthetic experience, usually by means of a theme, narrative or story, which can be real or fictional.
- Extrinsic Motivation Heuristics
- 2.1.
- “Ownership and Rewards” affordances aimed at motivating users through extrinsic rewards or possession of real or virtual goods. Ownership is different from competence when acquiring goods is perceived by the user as the reason for interacting with the system, instead of feeling competent;
- 2.2.
- “Scarcity”, affordances aimed at motivating users through feelings of status or exclusivity by means of acquisition of difficult or rare rewards, goods or achievements;
- 2.3.
- “Loss Avoidance”, affordances aimed at leading users to act with urgency, by creating situations in which they could loose acquired or potential rewards, goods or achievements if they do not act immediately.
- Context Dependent Heuristics
- 3.1.
- “Feedback”, affordances aimed at informing users of their progress and the next available actions or challenges;
- 3.2.
- “Unpredictability”, affordances aimed at surprising users with variable tasks, challenges, feedback or rewards;
- 3.3.
- “Change and Disruption”, affordances aimed at engaging users with disruptive tendencies by allowing them to help improve the system, in a positive rather than destructive way [96].
Dimension | Publications | Total |
---|---|---|
1. Intrinsic Motivation Heuristics | ||
1.1 Purpose and Meaning | [24,26,28,40,41,45,57,72,88] | 9 |
1.2Challenge and Competence | [24,39,45,53,57,62,68,78,81] | 9 |
1.3 Completeness and Mastery | [19,26,28,30,33,35,38,42,45,50,58,64,66,68,69,74,75,76,77,78,80,83,84,85,88] | 26 |
1.4 Autonomy and Creativity | [17,19,20,21,24,28,30,31,37,38,39,40,44,49,50,53,58,62,67,68,71,72,73,80,88,89] | 26 |
1.5 Relatedness | [18,38,40,41,43,45,57,64,66,68,69,70,76,78,83,85] | 17 |
1.6 Immersion | [17,19,20,24,25,30,35,37,38,39,42,44,45,49,50,53,58,62,66,71,72,73,76,80,82,84,88,89] | 28 |
2. Extrinsic Motivation Heuristics | ||
2.1 Ownership and Rewards | [18,38,42,43,45,57,58,67,68,69,70,74,75,78,80,81,83,84,85] | 20 |
2.2 Scarcity | 0 | |
2.3 Loss Avoidance | [39] | 1 |
3. Context Dependent Heuristics | ||
3.1 Feedback | [28,35,38,39,55,62,66,71,74,76,78,80] | 13 |
3.2 Unpredictability | [24,25,28,31,53,66] | 6 |
3.3 Change and Disruption | 0 |
3.4. Q4. What Technologies Were Used in the Gamification Project?
3.5. Q5. What Are the Target Publics of the Gamification Project?
- “General public”, for everyone or unspecified;
- “Children”, students between 5 and 12 years old;
- “Teenagers”, students and adolescents between 13 and 17 years old;
- “Young Adults”, students and young workers between 18 and 25 years old;
- “Tourists or visitors”, specifically those not from that location but visiting in some capacity, regardless of age;
- “Residents”, specifically those living in that location, regardless of age.
3.6. Q6. What Future Directions Do the Authors Wish to See Explored?
- “Continue the work”, meaning that the project would remain ongoing following the publication of the text;
- “Expand the work”, meaning that the project would not just continue but increase its areas of applicability, scope or objects of interest;
- “Looking for new ideas”, meaning that the authors will (themselves) seek to engage in concrete debates in the future;
- “More reflection is needed”, meaning that the authors point to specific questions left unanswered or unearthed by their study, and leave it up for debate for the broader academic community;
- “Unspecified”, meaning no discernable mention of any future work or orientation.
4. Concluding Remarks
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
1 | These two specific categories were reserved for those projects who made no mention of age when discussing their target groups, but still specified whether or not they were directed at external visitors or for the local residents. |
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Type of Publication | Publications |
---|---|
Conference Papers | [17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66]. |
Journal Articles | [67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85]. |
Book chapters | [86,87,88,89,90,91,92]. |
Technology | Publications | Total |
---|---|---|
Games (in general) | [17,19,24,26,28,30,35,38,39,40,42,50,53,58,67,68,69,70,71,75,80,82,84,88] | 25 |
Mobile Application | [18,19,30,31,39,41,45,50,55,57,62,74,78,79,80,81,83,89] | 18 |
Augmented Reality (AR) | [19,20,33,35,37,39,43,50,62,72,80,89] | 12 |
Virtual Reality (VR) | [17,19,20,30,49,53,58,72,82,88] | 10 |
3D Modeling | [17,21,41,66,69] | 5 |
Localization system | [57,70,85] | 3 |
Web | [64,72,85] | 3 |
Mobile device | [68,70] | 2 |
QR code | [33,78] | 2 |
No Information (n = 6) | Children (5 to 12 y.o.) (n = 12) | Teenagers (13 to 17 y.o.) (n = 8) | Young Adults (18–25 y.o.) (n = 8) | Tourists or Visitors (n = 24) | Residents (n = 6) | General Public (n = 2) | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scarcity | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% |
Change and Disruption | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% |
Purpose and Meaning | 2 | 33% | 2 | 17% | 1 | 13% | 0 | 0% | 3 | 12% | 1 | 17% | 1 | 50% |
Challenge and Competence | 1 | 17% | 1 | 8% | 0 | 0% | 3 | 38% | 4 | 16% | 0 | 0% | 0 | 0% |
Completeness and Mastery | 2 | 33% | 8 | 67% | 6 | 75% | 2 | 25% | 11 | 44% | 2 | 33% | 1 | 50% |
Autonomy and Creativity | 5 | 83% | 5 | 42% | 3 | 38% | 6 | 75% | 8 | 32% | 1 | 17% | 1 | 50% |
Relatedness | 0 | 0% | 4 | 33% | 2 | 25% | 1 | 13% | 9 | 36% | 3 | 50% | 2 | 100% |
Immersion | 5 | 83% | 6 | 50% | 4 | 50% | 4 | 50% | 11 | 44% | 1 | 17% | 0 | 0% |
Ownership and Rewards | 0 | 0% | 4 | 33% | 2 | 25% | 3 | 38% | 12 | 48% | 3 | 50% | 0 | 0% |
Loss avoidance | 0 | 0% | 0 | 0% | 0 | 0% | 0 | 0% | 1 | 4% | 0 | 0% | 0 | 0% |
Unpredictability | 3 | 50% | 1 | 8% | 0 | 0% | 1 | 13% | 1 | 4% | 0 | 0% | 0 | 0% |
Feedback | 1 | 17% | 2 | 17% | 2 | 25% | 2 | 25% | 8 | 32% | 0 | 0% | 0 | 0% |
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Marques, C.G.; Pedro, J.P.; Araújo, I. A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond. Heritage 2023, 6, 5935-5951. https://doi.org/10.3390/heritage6080312
Marques CG, Pedro JP, Araújo I. A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond. Heritage. 2023; 6(8):5935-5951. https://doi.org/10.3390/heritage6080312
Chicago/Turabian StyleMarques, Célio Gonçalo, João Paulo Pedro, and Inês Araújo. 2023. "A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond" Heritage 6, no. 8: 5935-5951. https://doi.org/10.3390/heritage6080312
APA StyleMarques, 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. https://doi.org/10.3390/heritage6080312