Gamification in Cultural Heritage: When History Becomes SmART

被引:0
|
作者
Casillo, Mario [1 ]
Colace, Francesco [2 ]
Marongiu, Francesco [2 ]
Santaniello, Domenico [1 ]
Valentino, Carmine [2 ]
机构
[1] Univ Salerno, DISPAC Dipartimento Patrimonio Culturale, Fisciano, Italy
[2] Univ Salerno, DIIn Dipartimento Ingn Ind, Via Giovanni Paolo II 132, I-84084 Fisciano, SA, Italy
关键词
Gamification; Cultural Heritage; Augmented Reality;
D O I
10.1007/978-3-031-51026-7_33
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The term "Gamification" refers to the use of techniques and features typically found in the gaming industry, applied to contexts that extend beyond traditional entertainment video games. It has been observed that these techniques are particularly effective for learning information, as users are actively engaged. The field of cultural heritage can also benefit from the use of gamification techniques. Often, the dissemination of tangible and intangible cultural heritage poses certain challenges, especially from a communication standpoint. In this context, the use of gamification-based approaches can significantly enhance the ability to disseminate culture by placing users at the center of the visiting experience and fostering a stronger connectionwith the cultural heritage. By employing such approaches, it is possible to create immersive and memorable experiences that enhance users' learning capabilities. Innovative technologies like augmented reality and localization systems can provide valuable support in developing gamified visitor paths. A case study was proposed and developed within the Archaeological Park of Pompeii, and the experimental results were highly encouraging, particularly demonstrating greater benefits for younger age groups compared to a traditional visit.
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页码:387 / 397
页数:11
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