The role of gamification in material and immaterial cultural heritage
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abstract
Cultural heritage is a legacy that we herder from our ancestors and that we should deliver to our
decedents. In this sense, the first steep that we should take, after preserve this heritage, is to develop
solutions that enable effective and democratic ways to share and promote it. Unfortunately, this demand
presents several constrains – in what concerns to material heritage, most people will never be able to visit
all the major civilizational cultural heritages. Also in the immaterial cultural heritage, to much ancestral
knowledge is only owned and memorized buy elder people. This last issue leads to a forgetfulness of
many traditions, legends, rituals and a whole set of cultural heritage that has not been previously
digitized. For last, its important stand that legacy is related to the ability to give to the next generation
something. This demand must start in early stages – since people childhood.
This paper review the concept of gamification and is potential to the fruition of cultural material and
immaterial heritage exploring the affective relations between young people and games to discuss the
potential of gamification for cultural heritage. Finally, this paper presents a conceptual model to frame
gamification role in the cultural material and immaterial heritage context. We intend, in future work,
explore the proposed model, using prototyping and user-data analysis.
UNIAG, R&D unit funded by the FCT – Portuguese Foundation for the Development of Science and
Technology, Ministry of Science, Technology and Higher Education. UID/GES/4752/2016.
Students of Digital Games Design: Carina Sofia Oliveira Soares, José Gabriel Cardoso Lopes, Pedro
Gabriel Silva Sá and Roberto Carlos Lindo Alves for the construction of the prototype-game.