What Is Architectural Heritage Gamification?
Abstract
1. Introduction
2. Conceptual Alignment
2.1. Defining Gamification and Related Concepts: From “Gamefulness” to Heritage Contexts
2.2. Role of Serious Games in Architectural Heritage Contexts: Boundary Comparison
2.3. Heritage Interpretation and Ethical Principles: Necessary Constraints for AHG
2.4. Evidence Pathways for Definition-Oriented Conceptual Research
3. Historical and Practical Context
3.1. Analog Precedents Before Digitalization: Living History and Reenactment
3.2. From Interpretive Traditions to Mediated Engagement
3.3. From Digital Heritage Frameworks to Emerging Participatory Models
4. Semantic Dispersion and Formal Heterogeneity in the Review Corpus
4.1. Review Corpus Construction and Screening
4.2. Semantic Dispersion and Analytical Layering of Terms
4.3. Heterogeneous Forms and Application Paths
5. Defining AHG: Scope and Criteria
5.1. Working Definition of AHG
5.2. Criteria of Inclusion and Exclusion
- A heritage context is established: The practice must be situated within the context of protection, interpretation, education, dissemination, or public participation in architectural heritage, rather than in the generalized sense of historical entertainment or a heritage-themed experience.
- Gamification mechanisms are established: The practice should involve identifiable relations of tasks, goals, feedback, progression, challenge, or rules, rather than remaining merely at the level of interaction, immersion, or information display.
- Architectural centrality is established: Architectural heritage must remain the central referent of the practice, rather than serving merely as a content container, narrative backdrop, or spatial shell.
- Architectural logic enters into the constitution of mechanisms: Architectural heritage must shape the structure of participation at the level of tasks, rules, feedback, progression, or judgment, rather than remaining external to mechanism formation.
- Normative constraints are established: The design cannot be detached from basic boundaries such as the priority of protection, authenticity requirements, interpretive responsibility, and public responsibility.
- Purely technical-display practices: If a project consists only of 3D modelling, digital reconstruction, AR/VR presentation, interactive guidance, or information overlay, without a clear gamification mechanism, it cannot constitute AHG.
- Purely entertainment-oriented appropriations: If a project merely borrows heritage appearance, historical atmosphere, or cultural symbols, while assuming no interpretive responsibility toward architectural heritage and serving neither protection nor public understanding, it does not belong to AHG.
- Purely spatial-container practices: If an activity takes place within a heritage space but the architecture neither shapes the organization of rules nor the structure of tasks, feedback, or participatory judgment, and remains only in the background, it cannot be included in AHG.
- Media- or product-self-sufficient practices and adjacent concepts: AR/VR, heritage apps, immersive walkthroughs, and interactive reconstruction cannot be directly included within AHG solely by virtue of media or product form. Serious games, likewise, cannot be treated as AHG solely by virtue of intentional orientation. These practices may overlap with AHG only when they simultaneously satisfy the inclusion criteria above.
- More fundamentally, mechanism-misaligned practices: If a gamified organization is formally visible yet remains misaligned with the architectural and interpretive conditions of the heritage site or setting in question, such a practice should not be regarded as a valid instance of AHG. In such cases, the issue is not the formal presence of gamification, but whether the mechanism is appropriate to the object in question.
5.3. Architectural Grounding in AHG Mechanism Formation
- Type as rule: from architectural typology to mechanism constraint
- Spatial sequence: from movement through space to task progression
- Embodied experience: from bodily engagement to meaning-making
5.4. AHG and Its Adjacent Fields
6. Discussion, Limitations, and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AHG | Architectural Heritage Gamification |
| AR | Augmented Reality |
| VR | Virtual Reality |
| HCI | Human–Computer Interaction |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
| HBIM | Heritage Building Information Modeling |
| NHK | Nippon Hoso Kyokai |
| CNKI | China National Knowledge Infrastructure |
| UNESCO | United Nations Educational, Scientific and Cultural Organization |
Appendix A. Search Strategy and PRISMA-Based Screening
Appendix A.1. Screening Criteria
- Inclusion criteria
- 1.
- Research object: studies had to take architectural heritage as the core research carrier, including tangible built heritage such as historic buildings, monuments and sites, and historic urban areas, with baseline information on heritage type, regional characteristics, and related contextual features clearly identifiable and traceable;
- 2.
- Research theme: the core content had to focus on architectural heritage gamification, covering at least one of the following dimensions: conceptual definition, historical development, technological application, or practical case analysis, and had to explicitly incorporate digital technologies;
- 3.
- Data completeness: studies had to provide complete core research data and results, including aspects such as gamification design logic, technological implementation pathways, and application outcomes, such that valid information on findings, technical characteristics, and case details could be extracted;
- 4.
- Publication language: only studies published in Chinese or English were included to ensure the accuracy and completeness of data extraction and to avoid information bias caused by language barriers;
- 5.
- Publication type: only formally published research outputs were included, including journal articles, theses, and conference proceedings papers with complete data.
- Exclusion criteria
- 1.
- Research type: studies were excluded if they consisted only of theoretical speculation without empirical analysis, or if they discussed only the entertainment function of games without purposes related to architectural heritage protection, dissemination, or education; the present study focuses on the practical application and theoretical development of architectural heritage gamification under digitally enabled conditions;
- 2.
- Document type: review articles, reports, expert commentaries, conference abstracts without full data, and other non-original research documents were excluded from the corpus-level synthesis, because the analysis in Section 4 required extractable case-level, design-level, or implementation-level information. These sources were not treated as irrelevant to the conceptual argument; where appropriate, review and theoretical sources were used as conceptual references for definitional alignment, methodological positioning, and broader discussion. Only original studies with complete research design, data records, or sufficiently detailed case-level, design-level, or implementation-level information were retained in the review corpus;
- 3.
- Data quality: studies with duplicate publication of data were excluded, with preference given to the most recent or more complete version; studies lacking core research information and not reasonably supplementable were also excluded;
- 4.
- Research content: studies focusing only on intangible cultural heritage or natural heritage, without architectural heritage as the central research object, were excluded; studies addressing non-digital traditional games in relation to architectural heritage were also excluded;
- 5.
- Technical characteristics: studies that did not clearly integrate digital technologies and discussed only offline games, physical board games, or similar forms without digital support were excluded.
Appendix A.2. Database Selection
| Database | Search String | Rationale for Selection |
|---|---|---|
| Web of Science | (“architectural heritage” OR “built heritage” OR “historic building” OR “heritage site”) AND (“gamification” OR “serious game” OR “game-based design”) AND (“digitalization” OR “virtual reality” OR “augmented reality” OR “game engine”) AND (concept OR evolution OR history OR case study OR practice) | A combined topic-term and title/abstract free-text strategy was used to accurately match standardized terminology in international cultural heritage and architectural research and to cover interdisciplinary studies. |
| Scopus | (“architectural heritage” OR “built heritage”) AND (“gamification” OR “serious game”) AND (“digital*” OR “VR” OR “AR” OR “HBIM”) AND (“conceptualization” OR “historical evolution” OR “practical application”) | A relatively concise free-text combination was used to broaden retrieval coverage and to suit the multidisciplinary coverage characteristics of Scopus. |
| CumInCAD | (“architectural heritage” OR “historic urban area”) AND (“gamification” OR “playful design”) AND (“digital reconstruction” OR “game engine” OR “BIM”) | Focused on professional terminology in architectural computation and digital architecture to capture specialized research at the intersection of heritage digitization and gamification. |
| CNKI | (“jianzhu yichan” OR “jiancheng yichan” OR “lishi jianzhu” OR “guji yizhi”) AND (“youxihua” OR “yansu youxi” OR “youxihua sheji”) AND (“shuzihua” OR “xuni xianshi” OR “zengqiang xianshi” OR “youxi yinqing”) AND (“gainian” OR “lishi” OR “yanjin” OR “anli” OR “shijian”) | Combined standardized Chinese terminology for architectural heritage gamification with English abbreviations where relevant, in order to fit Chinese academic writing conventions and cover journals, theses, and conference papers. |
| Wanfang Data | (“jianzhu yichan” OR “lishi chengqu”) AND “youxihua” AND (“shuzihua jishu” OR “xuni chongjian” OR “jianzhu xinxi moxing”) AND “yingyong yanjiu” | Used Chinese keyword combinations while moderately expanding heritage-type terminology and including “yingyong yanjiu” (applied research) to match the practical analytical orientation of this study. |
Appendix A.3. Search Strategy and Screening Process

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| Term/Label in Literature | Typical Referent | Analytical Level | Typical Ambiguity in Use |
|---|---|---|---|
| Gamification | The introduction of game design elements, feedback mechanisms, and challenge structures into non-game heritage settings | Element/mechanism level | Often overextended to refer to complete products or entire experiences |
| Serious game/Heritage educational game | Complete game products oriented toward heritage education, dissemination, or public participation | Product level | Often conflated with gamification |
| Gamified heritage experience/visit/learning | Task-based and feedback-oriented experiences organized around visiting, learning, or guided participation | Activity/visit-design/ learning-process level | Occupies an intermediate position between mechanism and application |
| AR/VR heritage application/virtual museum/walkthrough | Visual heritage experience carriers presented through AR/VR, virtual museums, or walkthrough systems | Medium/platform/ application level | The media form is often mistaken for a conceptual category |
| Immersive/interactive/ embodied heritage experience | Experiential features emphasizing immersion, interaction, bodily participation, or user agency | Experience/interaction level | Experiential effects are often equated with gamification |
| Interpretation design/spatial narrative/gamified design framework | Interpretive or design frameworks that organize cultural content, spatial sequences, task structures, and feedback mechanisms | Design-organization/ interpretation-framework level | Easily blurred with products, narratives, or applied forms |
| AHG Criterion | Operational Evidence to Examine in Case Judgment |
|---|---|
| Heritage context | Orientation toward protection, interpretation, education, dissemination, public participation, or protection-oriented public understanding, rather than only heritage-themed entertainment, spectacle, or branding. |
| Gamification mechanisms | Presence of tasks, goals, rules, feedback, challenge, progression, rewards, role-based participation, or structured participant judgment beyond mere interaction, immersion, browsing, visualization, walkthrough, or information display. |
| Architectural centrality | Dependence of the gamification mechanism on the specific architectural heritage object, such that transfer to another object would require substantial redesign rather than leaving the core rules, tasks, or feedback unchanged. |
| Architectural logic in mechanism formation | Shaping of tasks, rules, feedback, progression, challenge, or judgment by typological order, access hierarchy, threshold, spatial sequence, visibility, scale, movement, or situated encounter, rather than by generic game elements attached to heritage content. |
| Normative constraints | Attention to authenticity, evidential grounding, protection priority, interpretive responsibility, public responsibility, or accountability to heritage value, rather than engagement pursued through fictionalization or decontextualized entertainment alone. |
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Share and Cite
Liu, Z.; Willkens, D.S. What Is Architectural Heritage Gamification? Heritage 2026, 9, 259. https://doi.org/10.3390/heritage9070259
Liu Z, Willkens DS. What Is Architectural Heritage Gamification? Heritage. 2026; 9(7):259. https://doi.org/10.3390/heritage9070259
Chicago/Turabian StyleLiu, Zherui, and Danielle S. Willkens. 2026. "What Is Architectural Heritage Gamification?" Heritage 9, no. 7: 259. https://doi.org/10.3390/heritage9070259
APA StyleLiu, Z., & Willkens, D. S. (2026). What Is Architectural Heritage Gamification? Heritage, 9(7), 259. https://doi.org/10.3390/heritage9070259
