ct 20(20): e2

Research Article

Gamifying the visit to places with valuable landscapes

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  • @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={2020},
        month={2},
        keywords={Cultural Landscape, Gamification, Mobile Computing},
        doi={10.4108/eai.30-7-2019.162946}
    }
    
  • Rui Jesus
    Catarina Conceição
    Gonçalo Lopes
    Year: 2020
    Gamifying the visit to places with valuable landscapes
    CT
    EAI
    DOI: 10.4108/eai.30-7-2019.162946
Rui Jesus1,2,*, Catarina Conceição1, Gonçalo Lopes1
  • 1: ISEL - Instituto Superior de Engenharia de Lisboa/IPL, Lisboa, Portugal
  • 2: NOVA LINCS, Faculdade de Ciências e Tecnologia, Universidade NOVA de Lisboa, 2829-516 Caparica, Portugal
*Contact email: rjesus@deetc.isel.ipl.pt

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.