Gamifying the visit to places with valuable landscapes
DOI:
https://doi.org/10.4108/eai.30-7-2019.162946Keywords:
Cultural Landscape, Gamification, Mobile ComputingAbstract
The landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.
Downloads
Published
How to Cite
Issue
Section
License
This is an open-access article distributed under the terms of the Creative Commons Attribution CC BY 3.0 license, which permits unlimited use, distribution, and reproduction in any medium so long as the original work is properly cited.