Systematic Review on Gamification and Cultural Heritage Dissemination
In the current modern world, gamification and its innovative methods become one of the primary tools for advanced communication and socialization with users in a variety of sectors- finance, marketing, business training and entertainment(Kapoor et al., 2018). Studying the skills of the game link shows that game plays a powerful and productive role in improving the key skills and competencies required for success in education, real life, and professional realization (Pellegrino & Hilton, 2012). Comprising the historical-cultural heritage in the field of gaming cultural heritage training might be one of the most promising learning approaches for visitors of all ages. Gaming methods applied to cultural heritage studies include an opportunity to develop digital learning scenarios and paths based on vital historical themes and provide visitors with the possibility for cultural heritage learning. This article presents the results of a methodical review, aimed to understand how gamification environment used, for the past five years, for promoting cultural heritage sites, activities and enhancing knowledge. A total of 72 studies has been published between 2015 to 2020, and 45 were selected for a systematic review. Results indicated that the final selected studies are mainly using novel gamification approaches for the promotion of cultural heritage.
Alsawaier, R. (2017). The Effect of Gamification on motivation and engaement. International Journal of Information and Learning Technology, 45(November 2017), 49. https://doi.org/10.1108/IJILT-02-2017-0009
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/ijasre.2018.33016
Anastasovitis, E., Ververidis, D., Nikolopoulos, S., & Kompatsiaris, I. (2018). Digiart: Building new 3D cultural heritage worlds. 3DTV-Conference, 2017-June, 1–4. https://doi.org/10.1109/3DTV.2017.8280406
Applications, H. (2020). Game-Based Learning in Museums — Cultural Heritage Applications. Information (Switzerland), 2020(2020), 13. https://doi.org/10.3390/info11010022
Arnab, S., & Clarke, S. (2017). Towards a trans-disciplinary methodology for a game-based intervention development process Sylvester. British Journal of Educational Technology (, 48(2), 279–312. https://doi.org/10.1111/bjet.12377
Aydin, S., & Schnabel, M. A. (2016). The Museum of Gamers: Unmediated Cultural Heritage Through
Copyright (c) 2020 Imran Khan, Ana Melro, Ana Carla, Lídia Oliveira
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish in the JDMI agree to the following terms:
Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a Creative Commons BY-NC-ND 4.0. This licensing allows others to share the work with no changes and acknowledgement of the work's authorship and initial publication in this journal, but not for commercial use.
Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) after publication, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Copyrights to illustrations published in the journal remain with their current copyright holders.
It is the author's responsibility to obtain permission to quote from copyright sources.
Any fees required to obtain illustrations or to secure copyright permissions are the responsibility of authors.
All correspondence concerning contributions, books and other review material should be sent to: email@example.com