Gamification in Cultural Heritage
Best Practice Case Studies from Bulgaria
Bibliographic Data
| ID | 13093194 |
|---|---|
| Authors | Marusya Smokova (0000-0001-8854-9433, corresponding author), Маргарита Богданова (0000-0003-0558-5274), Евелина Парашкевова, Mariela Stoyanova (0000-0003-2849-288X), Elitsa Krasteva, Lyubomira Todorova (0000-0001-5200-6170) |
| Year | 2024 |
| Volume | 12 |
| Issue | 2 |
| Pages | 25-46 |
| Publication date | 2024-12-30 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | PLURAL History Culture Society (JOURNAL) |
| Journal identifiers | ISSN: 2345-1262 • E-ISSN: 2345-184X |
| Publisher | Editura ARC (PUBLISHER • MD) |
| DOI | 10.37710/plural.v12i2_2 |
| OpenAlex | W4407242522 |
| Language | EN |
Recently, gamification has gained significant attention. Even fields such as cultural heritage have not gone unnoticed, and various gamification mechanics have been widely implemented for different purposes. Bulgaria is among the countries with high interest in the matter. Although some successful initiatives have been carried out and are still being implemented, there is a lack of knowledge about what does not work well and why, which will help stakeholders avoid making the same mistakes in the future. The article aims to select best practices for gamification in Bulgaria’s cultural heritage. This purpose is addressed by applying a framework for determining best practice case studies on gamification in cultural heritage. Based on a set of twelve gamification criteria and nine impact criteria and by keeping to a three-stage methodology, the first two top-rated case studies have been selected as best practices and briefly described
Archaeology · Best practice · Cultural heritage · Environmental ethics · Environmental resource management · Geography · Political science · 3D Surveying and Cultural Heritage · Augmented Reality Applications · Environmental Science · History · Law · Philosophy
| Highly cited | No |
|---|