Mapping Current Trends on Gamification of Cultural Heritage

Sevde Karahan*, Leman Figen Gül

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

7 Citations (Scopus)

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 languageEnglish
Title of host publicationSpringer Series in Design and Innovation
PublisherSpringer Nature
Pages281-293
Number of pages13
DOIs
Publication statusPublished - 2021

Publication series

NameSpringer Series in Design and Innovation
Volume13
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

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