Gamified Heritage in Portugal: Case Studies Analysis
摘要
Due to its comprehensive and dynamic nature, gamification has gradually emerged as a prominent motivational tool, gaining traction in a multitude of fields over time. Consequently, it triggered discussions concerning its applicability, its advantages and the potential future directions that may be pursued. In the field of heritage, these debates are relatively recent. However, about the characterisation of intersective initiatives, there are a few indicators that help clarifying who the main actors are, what kind of heritage has been targeted (and for what goal) and what technology has been in use. The objective of this paper is to extend existing research by providing a comprehensive overview of all non-commercial gamified heritage initiatives currently active in Portugal. To accomplish this, case studies in Portugal were identified and categorised according to the following criteria: the type of heritage in question, the observed tendencies, the dimensions of gamification, the technology and tools employed and the target publics. Most identified initiatives are related to heritage, with a particular focus on tourism. Regarding the gamification dimensions, the heuristics of extrinsic motivation are the most prevalent, followed closely by those of intrinsic motivation. Mobile technology has a distinct advantage, as mobile devices are the most used tool. Ultimately, the most prevalent target audience is visitors and tourists, which aligns with the preceding findings regarding tourism-oriented tendencies.