1 research outputs found
A systematic literature review of Gamification in Cultural Heritage: Where are we? Where do we go?
Gamification has become an important tool in many organizations and fields of study.
Despite the growing body of work, there are still many open paths for new research. This
paper aims look at the uses of Gamification in the field of Cultural Heritage, to take
account of where the research is and to point the open paths for the future in a post pandemic word. To do this, this paper presents a systematic literature review on
Gamification in Cultural Heritage. While other endeavors have been conducted by other
authors to map out the field, the scope of this study aimed to be much broader. The goal
was to understand who the main actors with publications in the field are, as well as for
what purposes and to what forms of Heritage is gamification being applied to. The
findings indicate that European institutions are the main publishers of research on
Gamification in Heritage, with the field still being dotted with incidental, one-time,
studies. Whist intangible forms of Heritage are gaining ground in the use of Gamification,
the field is largely dominated by GLAM institutions and groupings of mutually diverse
Cultural Heritage assets, such as in tourist destinations. This paper also argues for more
substantial networks and collaborative work between researchers.info:eu-repo/semantics/publishedVersio