Gamifying Cultural Heritage: A Comparative Study of Handheld and Wearable MR Technologies
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Date
2026
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Volume Title
Publisher
Elsevier Ltd
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Abstract
This article presents a comparative, technology-focused analysis with the creation of a game-based route for Yedikule Fortress as its core focus, undertaken as a part of a comprehensive research initiative. We present the development of a narrative-driven, gamified route delivered via two platforms: an Android-based Augmented Reality (AR) tablet application and a Mixed Reality (MR) head-mounted display (HoloLens 2). The route incorporates game elements—such as trivia, treasure hunts, and object completion—within a narrative framework to foster deeper engagement with the site's historical and cultural layers. Employing an experimental mixed-method approach, we iteratively designed, implemented, and refined the experience on both platforms, guided by expert feedback. Special attention was given to aligning game mechanics with the site's spatial and interpretative context, adapting to each platform's affordances for user interaction and narrative delivery. Our findings contribute to the understanding and advancement of spatial computing in creating engaging, educational, and culturally meaningful digital heritage experiences. © 2025 Elsevier Ltd.
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Keywords
Augmented Reality, Cultural Heritage, Gamification, Hand-Held Devices, Mixed Reality, Wearable Devices
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Scopus Q
Q2

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Source
Digital Applications in Archaeology and Cultural Heritage
Volume
40
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Scopus : 0
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