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Role of Gamification in Cultural Heritage Dissemination: A Systematic Review

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Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 235))

Abstract

In the current modern world, gamification and its innovative methods become one of the primary tools for advanced communication and socialization with users in a variety of sectors—finance, marketing, business training and entertainment (Kapoor et al (2018) Inf Syst Front 20:531–558). Studying the skills of the game link shows that game plays a powerful and productive role in improving the key skills and competencies required for success in education, real life and professional realization (Pellegrino JW, Hilton ML (2012) Education for life and work : developing transferable knowledge and skills in the 21st century. The National Academies Press. http://www.nap.edu/catalog.php?record_id=13398). Comprising the historical-cultural heritage in the field of gaming cultural heritage training might be one of the most promising learning approaches for visitors of all ages. This article presents the results of a methodical review, aimed to understand how gamification environment used, for the past 5 years, for promoting cultural heritage sites, activities and enhancing knowledge. Results indicated that a total of 72 studies have been published between 2015 and 2020, and 45 were selected for a systematic review.

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Correspondence to Imran khan .

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khan, I., Melro, A., Amaro, A.C., Oliveira, L. (2022). Role of Gamification in Cultural Heritage Dissemination: A Systematic Review. In: Yang, XS., Sherratt, S., Dey, N., Joshi, A. (eds) Proceedings of Sixth International Congress on Information and Communication Technology. Lecture Notes in Networks and Systems, vol 235. Springer, Singapore. https://doi.org/10.1007/978-981-16-2377-6_37

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