Abstract
Gamification, employed to document, present, represent and disseminate the cultural heritage, is related with these practices as instruments, methods and mediums. The main purpose of the systematic approach of gamification in the area of cultural heritage interpretation is to achieve the positive results by effecting an individual/user on provoking/triggering/changing the attitudes/behaviors/thoughts on cultural heritage. In this context, it is important to adopt an interpretation and presentation approach that offers its users an enhancing experience. As a result of the features stated, gamification provides potentials on the interpretation and presentation of cultural heritage. With this paper, it is aimed to present a bibliometric analysis of the studies linking the terms of game/gamification and interpretation of cultural heritage, and to reveal developments and trends on this field.
Original language | English |
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Title of host publication | Springer Series in Design and Innovation |
Publisher | Springer Nature |
Pages | 281-293 |
Number of pages | 13 |
DOIs | |
Publication status | Published - 2021 |
Publication series
Name | Springer Series in Design and Innovation |
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Volume | 13 |
ISSN (Print) | 2661-8184 |
ISSN (Electronic) | 2661-8192 |
Bibliographical note
Publisher Copyright:© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
Keywords
- Bibliometric analysis
- Cultural heritage
- Gamification
- Literature review