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In the outdoor environment, cultural heritage monuments are exposed to several natural and anthropogenic factors that cause their deterioration. Increasing urbanization and mass tourism exacerbate the situation; however, tourism is also an important tool for enhancing and preserving cultural heritage, especially through contemporary information-communication technologies that provide additional opportunities for visitor engagement (Ismagilova et al. 2015, Ursache 2015). Moreover, there is a trend towards gamification of experiences for visitors to cultural heritage sites (Cirulis et al. 2015, Xu et al. 2017), including location-based or geolocation games (Maia et al. 2017). To better understand the perceptions and values of different visitor groups regarding cultural heritage and to develop a strategy for engaging target groups in heritage conservation, we conducted four focus groups in two Slovenian cities. Participants were selected using a screening questionnaire that asked about their travel habits and use of mobile apps when visiting monuments. In both cities, there was one focus group with users of geolocation games and one with non-users. In all groups, topics of mobile photography of cultural heritage sites, use of visitor apps for specific locations, and geolocation apps were discussed. The findings helped us to understand patterns of mobile technology use and develop a proposal for a social mechanism to engage the public in cultural heritage preservation in the form of a game to increase visitor interaction with cultural heritage and promote it on social media. The findings were applied to the development of an information plate and informational videos for the outdoor bronze statue of the composer Giuseppe Tartini in Piran, Slovenia.
{"references": ["Cirulis, A., De Paolis, L. T., Tutberidze, M. 2015. Virtualization of digitalized cultural heritage and use case scenario modeling for sustainability promotion of national identity. Procedia Computer Science 77, 199-206. https://doi.org/10.1016/j.procs.2015.12.384", "Ismagilova, G., Safiullin, L., Garufov. I. 2015. Using historical heritage as a factor in tourism development. Procedia \u2013 Social and Behavioural Sciences 188, 157-162. https://doi.org/10.1016/j.sbspro.2015.03.355", "Maia, L. F., Noleto, C., Lima, M., Ferreira, C., Marinho, C., Vinaa, W., Tinta, F. 2017. LAGAR-TO: A LoCAtion based Games AuthoRing TOol enhances with augmented reality features. Entertainment computing 22, 3-33. https://www.sciencedirect.com/science/article/abs/pii/S1875952117300502", "Ursache, Mara. 2015. Tourism - a Significant Driver Shaping a Destination Heritage. Procedia \u2013 Social and Behavioural Sciences 188, 130-137. https://doi.org/10.1016/j.sbspro.2015.03.348", "Maia, L. F., Noleto, C., Lima, M., Ferreira, C., Marinho, C., Vinaa, W., Tinta, F. 2017. LAGAR-TO: A LoCAtion based Games AuthoRing TOol enhances with augmented reality features. Entertainment computing 22, 3-33. https://www.sciencedirect.com/science/article/abs/pii/S1875952117300502 Ursache, Mara. 2015. Tourism - a Significant Driver Shaping a Destination Heritage. Procedia \u2013 Social and Behavioural Sciences 188, 130-137. https://doi.org/10.1016/j.sbspro.2015.03.348 Xu, Feifei, Buhalis, D., Weber, J. 2017. Serious games and the gamificatoin of tourism. Tourism management 60, 244-256. https://doi.org/10.1016/j.tourman.2016.11.020"]}
The authors gratefully acknowledge the European Commission for funding the InnoRenew project (grant agreement #739574) under the Horizon2020 Widespread-Teaming programme and the Republic of Slovenia for funds from the European Regional Development Fund. The authors also acknowledge the financial support of the Slovenian Research Agency for funding the project Protection of bronze monuments in the changing environment (J7-9404).
info:eu-repo/classification/udc/674, ICT, tourism, focus groups, gamification, cultural heritage
info:eu-repo/classification/udc/674, ICT, tourism, focus groups, gamification, cultural heritage
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