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