Skip to main content

Using Technology and Gamification as a Means of Enhancing Users’ Experience at Cultural Heritage Sites

  • Chapter
  • First Online:

Part of the book series: Studies in Computational Intelligence ((SCI,volume 859))

Abstract

Technology is an application of science that aims to develop and create innovations that improve human society. This process has been ongoing for centuries ever since human progression started with the invention of the first tools. In today’s world, with the advanced pace of technological innovations, we may not be taking advantage of all the usefulness that these innovations can offer. In the digital age of big data, information is always present at the user’s fingertips. How can old practices and traditional dissemination of information, such as, that used by most museums and cultural heritage sites keep up? In this chapter, we explore several emerging technologies, such as AI, AR, VR and mobile technologies as well as the use of gamification that can serve as aids in presenting cultural heritage information to younger generations in ways that are more appealing to them. Combining gamification with emerging technologies can represent an effective way of increasing visitors’ interest and engagement at cultural heritage sites by providing a user-centred experience that is more playful and enjoyable.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   159.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   159.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    Reference [59] Internet of Things.

References

  1. S.A. Abdul-Kader, J. Woods, Survey on chatbot design techniques in speech conversation systems. Int. J. Adv. Comput. Sci. Appl. 6(7) (2015)

    Google Scholar 

  2. A. Augello, G. Pilato, G. Vassallo, S. Gaglio, A semantic layer on semi-structured data sources for intuitive chatbots, in 2009 International Conference on Complex, Intelligent and Software Intensive Systems (IEEE, 2009), pp. 760–765

    Google Scholar 

  3. A. Augello, A. Santangelo, S. Sorce, G. Pilato, A. Gentile, A. Genco, S. Gaglio, A multimodal interaction guide for pervasive services access, in IEEE International Conference on Pervasive Services (IEEE, 2007), pp. 250–256

    Google Scholar 

  4. D. Benyon, A. Quigley, B. O’Keefe, G. Riva, Presence and digital tourism. AI Soc. 29(4), 521–529 (2014)

    Article  Google Scholar 

  5. J.G. Brida, M. Meleddu, M. Pulina, Understanding museum visitors’ experience: a comparative study. J. Cult. Herit. Manag. Sustain. Dev. 6(1), 47–71 (2016)

    Article  Google Scholar 

  6. M. Bugeja, A. Dingli, D. Seychell, Selfie as a motivational tool for city exploration, in International Association for Development of the Information Society (2018)

    Google Scholar 

  7. A. Bujari, M. Ciman, O. Gaggi, C.E. Palazzi, Using gamification to discover cultural heritage locations from geo-tagged photos. Pers. Ubiquitous Comput. 21(2), 235–252 (2017)

    Article  Google Scholar 

  8. D. Castilla, A. Garcia-Palacios, J. BretóN-LóPez, I. Miralles, R.M. BañOs, E. Etchemendy, L. Farfallini, C. Botella, Process of design and usability evaluation of a telepsychology web and virtual reality system for the elderly: Butler. Int. J. Hum.-Comput. Stud. 71(3), 350–362 (2013)

    Article  Google Scholar 

  9. C.-F. Chen, D. Tsai, How destination image and evaluative factors affect behavioral intentions? Tour. Manag. 28(4), 1115–1122 (2007)

    Article  Google Scholar 

  10. N. Chung, H. Han, Y. Joun, Tourists’ intention to visit a destination: the role of augmented reality (ar) application for a heritage site. Comput. Hum. Behav. 50, 588–599 (2015)

    Article  Google Scholar 

  11. R. Conaway, M.C. Garay, Gamification and service marketing. SpringerPlus 3(1), 653 (2014)

    Article  Google Scholar 

  12. K. Coursey, Living in cyn: mating aiml and cyc together with program n (2004), http://www.daxtron.com

  13. M. Csikszentmihalyi, Intrinsic motivation in museums: What makes visitors want to learn (Public institutions for personal learning, Establishing a research agenda, 1995)

    Google Scholar 

  14. S. de los Ríos, M.F. Cabrera-Umpiérrez, M.T. Arredondo, M. Páramo, B. Baranski, J. Meis, M. Gerhard, B. Prados, L. Pérez, M. del Mar Villafranca, Using augmented reality and social media in mobile applications to engage people on cultural sites, in International Conference on Universal Access in Human-Computer Interaction (Springer, 2014), pp. 662–672

    Google Scholar 

  15. E.L. Deci, R. Koestner, R.M. Ryan, A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychol. Bull. 125(6), 627 (1999)

    Article  Google Scholar 

  16. S. Deterding, R. Khaled, L.E. Nacke, D. Dixon, Gamification: toward a definition, in CHI 2011 Gamification Workshop Proceedings, vol. 12 (Vancouver BC, Canada, 2011)

    Google Scholar 

  17. H.W.-H. Din, Play to learn: exploring online educational games in museums, in ACM SIGGRAPH 2006 Educators program (ACM, 2006), p. 13

    Google Scholar 

  18. A. Dingli, D. Seychell, The New Digital Natives: Cutting the Chord (Springer, Berlin, 2015)

    Book  Google Scholar 

  19. K. Drotner, L.V. Knudsen, C.H. Mortenesen, Young people’s own museum views. Mus. Manag. Curatorship 32(5), 456–472 (2017)

    Article  Google Scholar 

  20. C. Duhigg, The Power of Habit: Why We Do what We Do in Life and Business (Random House, 2012)

    Google Scholar 

  21. A. Gandomi, M. Haider, Beyond the hype: big data concepts, methods, and analytics. Int. J. Inf. Manag. 35(2), 137–144 (2015)

    Article  Google Scholar 

  22. A. Garcia, M.T. Linaza, A. Gutierrez, E. Garcia, Validation of a gamified mobile experience by dmos, in Information and Communication Technologies in Tourism 2017 (Springer, 2017), pp. 331–343

    Google Scholar 

  23. A. Garcia, M.T. Linaza, A. Gutierrez, E. Garcia, Gamified mobile experiences: smart technologies for tourism destinations. Tour. Rev. 74(1), 30–49 (2019)

    Article  Google Scholar 

  24. A. Greenfield, Everyware: The Dawning Age of Ubiquitous Computing (New Riders, 2010)

    Google Scholar 

  25. J.P. Guerra, M.M. Pinto, C. Beato, Virtual reality-shows a new vision for tourism and heritage. Eur. Sci. J. ESJ 11(9) (2015)

    Google Scholar 

  26. J. Hamari, Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl. 12(4), 236–245 (2013)

    Article  Google Scholar 

  27. J. Hamari, L. Hassan, A. Dias, Gamification, quantified-self or social networking? matching users’ goals with motivational technology. User Model. User-Adapt. Interact. 28(1), 35–74 (2018)

    Article  Google Scholar 

  28. J. Hamari, J. Koivisto, H. Sarsa et al., Does gamification work?-a literature review of empirical studies on gamification. HICSS 14, 3025–3034 (2014)

    Google Scholar 

  29. J. Hamari, D.J. Shernoff, E. Rowe, B. Coller, J. Asbell-Clarke, T. Edwards, Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)

    Article  Google Scholar 

  30. R. Hammady, M. Ma, N. Temple, Augmented reality and gamification in heritage museums, in Joint International Conference on Serious Games (Springer, 2016), pp. 181–187

    Google Scholar 

  31. K. Hughes, G. Moscardo, Connecting with new audiences: exploring the impact of mobile communication devices on the experiences of young adults in museums. Visit. Stud. 20(1), 33–55 (2017)

    Article  Google Scholar 

  32. K. Huotari, J. Hamari, Defining gamification: a service marketing perspective, in Proceeding of the 16th International Academic MindTrek Conference (ACM, 2012), pp. 17–22

    Google Scholar 

  33. K. Huotari, J. Hamari, A definition for gamification: anchoring gamification in the service marketing literature. Electron. Mark. 27(1), 21–31 (2017)

    Article  Google Scholar 

  34. D.L. Kappen, L.E. Nacke, The kaleidoscope of effective gamification: deconstructing gamification in business applications, in Proceedings of the First International Conference on Gameful Design, Research, and Applications (ACM, 2013), pp. 119–122

    Google Scholar 

  35. C. Kiourt, A. Koutsoudis, S. Markantonatou, G. Pavlidis, The ‘synthesis’ virtual museum. Mediterr. Archaeol. Archaeom. 16(5) (2016)

    Google Scholar 

  36. C. Kiourt, A. Koutsoudis, G. Pavlidis, Dynamus: a fully dynamic 3d virtual museum framework. J. Cult. Herit. 22, 984–991 (2016)

    Article  Google Scholar 

  37. Y. LeCun, Y. Bengio, G. Hinton, Deep learning. Nature 521(7553), 436 (2015)

    Article  Google Scholar 

  38. J.-S.C. Lin, H.-C. Chang, The role of technology readiness in self-service technology acceptance. Manag. Serv. Qual. Int. J. 21(4), 424–444 (2011)

    Article  Google Scholar 

  39. K. Lyytinen, Y. Yoo, Ubiquitous computing. Commun. ACM 45(12), 63–96 (2002)

    Article  Google Scholar 

  40. C. Matuszek, M. Witbrock, J. Cabral, J. DeOliveira, An introduction to the syntax and content of cyc (UMBC Computer Science and Electrical Engineering Department Collection, 2006)

    Google Scholar 

  41. M. McTear, Conversational modelling for chatbots: current approaches and future directions. Technical report, Ulster University, Ireland (2018)

    Google Scholar 

  42. S. Nicholson, Strategies for meaningful gamification: concepts behind transformative play and participatory museums. Meaningful Play (2012)

    Google Scholar 

  43. S. Nicholson, A recipe for meaningful gamification, in Gamification in Education and Business (Springer, 2015), pp. 1–20

    Google Scholar 

  44. D. Norman, Emotion & design: attractive things work better. Interactions 9(4), 36–42 (2002)

    Google Scholar 

  45. D. Palmer, S. Lunceford, A.J. Patton, The engagement economy: how gamification is reshaping businesses. Deloitte Rev. 11, 52–69 (2012)

    Google Scholar 

  46. K. Robson, K. Plangger, J.H. Kietzmann, I. McCarthy, L. Pitt, Is it all a game? Understanding the principles of gamification. Bus. Horiz. 58(4), 411–420 (2015)

    Article  Google Scholar 

  47. K. Robson, K. Plangger, J.H. Kietzmann, I. McCarthy, L. Pitt, Game on: engaging customers and employees through gamification. Bus. Horiz. 59(1), 29–36 (2016)

    Article  Google Scholar 

  48. R.M. Ryan, E.L. Deci, Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68 (2000)

    Article  Google Scholar 

  49. A. Sambhanthan, A. Good, Enhancing tourism destination accessibility in developing countries through virtual worlds (2013), arXiv:1306.1630

  50. K. Seaborn, D.I. Fels, Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)

    Article  Google Scholar 

  51. S. Sylaiou, M. Economou, A. Karoulis, M. White, The evaluation of arco: a lesson in curatorial competence and intuition with new technology. Comput. Entertain. (CIE) 6(2), 23 (2008)

    Google Scholar 

  52. O. Turel, A. Serenko, N. Bontis, User acceptance of hedonic digital artifacts: a theory of consumption values perspective. Inf. Manag. 47(1), 53–59 (2010)

    Article  Google Scholar 

  53. I. Van Aalst, I. Boogaarts, From museum to mass entertainment: the evolution of the role of museums in cities. Eur. Urban Region. Stud. 9(3), 195–209 (2002)

    Google Scholar 

  54. S. Villagrasa, D. Fonseca, J. Durán, Teaching case: applying gamification techniques and virtual reality for learning building engineering 3d arts, in Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality (ACM, 2014), pp. 171–177

    Google Scholar 

  55. C. Wang, Application of virtual reality technology in digital tourism, in 2011 Third International Conference on Multimedia Information Networking and Security (IEEE, 2011), pp. 537–541

    Google Scholar 

  56. K. Werbach, (re) defining gamification: a process approach, in International Conference on Persuasive Technology (Springer, 2014), pp. 266–272

    Google Scholar 

  57. K. Werbach, D. Hunter, For the Win: How Game Thinking Can Revolutionize Your Business (Wharton Digital Press, 2012)

    Google Scholar 

  58. M. White, N. Mourkoussis, J. Darcy, P. Petridis, F. Liarokapis, P. Lister, K. Walczak, R. Wojciechowski, W. Cellary, J. Chmielewski et al., Arco-an architecture for digitization, management and presentation of virtual exhibitions, in Proceedings Computer Graphics International, 2004 (IEEE, 2004), pp. 622–625

    Google Scholar 

  59. F. Wortmann, K. Flüchter, Internet of things. Bus. Inf. Syst. Eng. 57(3), 221–224 (2015)

    Article  Google Scholar 

  60. Y. Wu, M. Schuster, Z. Chen, Q.V. Le, M. Norouzi, W. Macherey, M. Krikun, Y. Cao, Q. Gao, K. Macherey et al., Google’s neural machine translation system: bridging the gap between human and machine translation (2016), arXiv:1609.08144

  61. F. Xu, F. Tian, D. Buhalis, J. Weber, H. Zhang, Tourists as mobile gamers: gamification for tourism marketing. J. Travel Tour. Mark. 33(8), 1124–1142 (2016)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mark Bugeja .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Bugeja, M., Grech, E.M. (2020). Using Technology and Gamification as a Means of Enhancing Users’ Experience at Cultural Heritage Sites. In: Seychell, D., Dingli, A. (eds) Rediscovering Heritage Through Technology. Studies in Computational Intelligence, vol 859. Springer, Cham. https://doi.org/10.1007/978-3-030-36107-5_4

Download citation

Publish with us

Policies and ethics