Gamifying the visit to places with valuable landscapes

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 lands...

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Bibliographic Details
Main Author: Jesus, Rui (author)
Other Authors: Conceição, Catarina (author), Lopes, Gonçalo (author)
Format: article
Language:eng
Published: 2020
Subjects:
Online Access:http://hdl.handle.net/10400.21/11196
Country:Portugal
Oai:oai:repositorio.ipl.pt:10400.21/11196
Description
Summary: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.