Gamifying the visit to places with valuable landscapes

Authors

  • Rui Jesus Instituto Superior de Engenharia de Lisboa
  • Catarina Conceição Instituto Superior de Engenharia de Lisboa
  • Gonçalo Lopes Instituto Superior de Engenharia de Lisboa/IPL

DOI:

https://doi.org/10.4108/eai.30-7-2019.162946

Keywords:

Cultural Landscape, Gamification, Mobile Computing

Abstract

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.

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Published

16-07-2019

How to Cite

1.
Jesus R, Conceição C, Lopes G. Gamifying the visit to places with valuable landscapes. EAI Endorsed Trans Creat Tech [Internet]. 2019 Jul. 16 [cited 2024 May 4];6(20):e2. Available from: https://publications.eai.eu/index.php/ct/article/view/1469