Research Article
Gamifying the visit to places with valuable landscapes
@ARTICLE{10.4108/eai.30-7-2019.162946, author={Rui Jesus and Catarina Concei\`{e}\"{a}o and Gon\`{e}alo Lopes}, title={Gamifying the visit to places with valuable landscapes}, journal={EAI Endorsed Transactions on Creative Technologies}, volume={6}, number={20}, publisher={EAI}, journal_a={CT}, year={2019}, month={7}, keywords={Cultural Landscape, Gamification, Mobile Computing}, doi={10.4108/eai.30-7-2019.162946} }
- Rui Jesus
Catarina Conceição
Gonçalo Lopes
Year: 2019
Gamifying the visit to places with valuable landscapes
CT
EAI
DOI: 10.4108/eai.30-7-2019.162946
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.
Copyright © 2019 Rui Jesus et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.