Jesus, Rui and Conceição, Catarina and Lopes, Gonçalo (2019) Gamifying the visit to places with valuable landscapes. EAI Endorsed Transactions on Creative Technologies, 6 (20): 2. ISSN 2409-9708
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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.
Item Type: | Article |
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Uncontrolled Keywords: | Cultural Landscape, Gamification, Mobile Computing |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science QA75 Electronic computers. Computer science |
Depositing User: | EAI Editor I. |
Date Deposited: | 08 Sep 2020 07:23 |
Last Modified: | 08 Sep 2020 07:23 |
URI: | https://eprints.eudl.eu/id/eprint/49 |
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Gamifying the visit to places with valuable landscapes. (deposited 07 Sep 2020 13:39)
- Gamifying the visit to places with valuable landscapes. (deposited 08 Sep 2020 07:23) [Currently Displayed]