Designing Place-Based, Multisensory Gamified Systems for Inclusive Heritage and Collaborative Story Building in Architectural and Cultural Sites

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Authors: Ananya Tandon, Aditi Nag
Cited by: 2
References: 27

Abstract

Cultural heritage in the 21st century faces pressures from globalization, urbanization, demographic change, and climate stress, while expert-led models sideline community voices. Digital tools such as mobile platforms, augmented reality, and participatory design offer inclusive opportunities, yet the integration of gamification, multisensory design, and co-creation remains under-theorized, raising concerns of equity and sustainability. This review synthesizes insights from gamification, cognitive science, critical heritage studies, and place-based design, proposing the 4Ps framework (People, Place, Purpose, Period) as a cross-disciplinary model. It evaluates participatory action research, mixed-methods assessment, iterative prototyping, and longitudinal study, and reviews case evidence from digital storytelling, indigenous systems, European AR, rural tourism, and urban archives. Findings show potential for engagement and intergenerational knowledge transfer, but also risks of digital divides, governance tensions, and commodification.

Fields of Study & Subjects

3D Surveying and Cultural Heritage Cultural Heritage Management and Preservation Augmented Reality Applications

Publication details

Journal / source
Addressing Urban and Spatial Challenges Through Gamification
Publisher
IGI Global Scientific Publishing
Pages
127–160
Publication date
29 January 2026
Language
NG
Document type
Book chapter