Gamified and Accessible Cultural Heritage: An AR Framework for Inclusive Experiences
Abstract
Designing accessible yet engaging Cultural Heritage (CH) experiences is a necessity for a more inclusive edutainment experience that both preserves CH and expands people’s knowledge and interest in their heritage more broadly. Many designers have explored the integration of concepts, including multisensory design, digitization of CH, gamification, and emergent technologies in their CH experiences to achieve that. However, researchers often address these concepts individually, leaving a gap in combining them to create a holistic guideline for designing enjoyable CH experiences for all. This research investigates the question of whether we can design a comprehensive framework that merges digitalization, gamification, multisensory design, and accessibility to enhance CH experiences for all. This study introduces the CHx toolkit, which is the output of desk research and data analysis in order to identify the overlapping elements and sub-features across a pilot project in digital CH, including enjoyable informal learning, gamification, and multisensory design, through Augmented Reality (AR). The toolkit is then tested through two experiments in the context of Egyptian CH, each focusing on a different sensory stimulus and AR application. The first experiment is a gamified experience conducted at the Modern Museum of Egyptian Art; the second one is an AR scavenger hunt game at the National Museum of Egyptian Civilization. While this stage did not involve formal evaluation, preliminary qualitative feedback from observers suggested the approach was engaging and accessible. These exploratory applications demonstrate the framework’s adaptability and inform the design of future, measurable user studies to validate its impact.
References
- A. Sanderson, C., & College, A. (2022, April 26). What Does Sensation Mean in the Context of the Human Body? Wondrium Daily. https://www.wondriumdaily.com/what-does-sensation-mean-in-the-context-of-the-human-body/
- Baker, E. J. (2019). MOBILE AUGMENTED REALITY FOR ENGAGING HEARING-IMPAIRED MUSEUM VISITORS. 300.
- Carulli, M., & Bordegoni, M. (2020). Multisensory Augmented Reality Experiences for Cultural Heritage Exhibitions. In C. Rizzi, A. O. Andrisano, F. Leali, F. Gherardini, F. Pini, & A. Vergnano (Eds.), Design Tools and Methods in Industrial Engineering (pp. 140–151). Springer International Publishing. https://doi.org/10.1007/978-3-030-31154-4_13
- Chandini Pendit, U., Bahrin Zaibon, S., & Aida Abu Bakar, J. (2014). Mobile Augmented Reality for Enjoyable Informal Learning in Cultural Heritage Site. International Journal of Computer Applications, 92(14), 19–26. https://doi.org/10.5120/16077-5286
- D’Agnano, F., Balletti, C., Guerra, F., & Vernier, P. (2015). TOOTEKO: A CASE STUDY OF AUGMENTED REALITY FOR AN ACCESSIBLE CULTURAL HERITAGE. DIGITIZATION, 3D PRINTING AND SENSORS FOR AN AUDIO-TACTILE EXPERIENCE. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XL-5/W4, 207–213. https://doi.org/10.5194/isprsarchives-XL-5-W4-207-2015
- Deffner, A., Psatha, E., Bogiantzidis, N., Mantas, N., & Vlachaki, E. (2015). ACCESSIBILITY TO CULTURE AND HERITAGE: DESIGNING FOR.
- Du, Y. (2020). Implementing Gamification for Museum Engagement. AMT Lab @ CMU. https://amt-lab.org/blog/2021/5/gamification-in-museums
- Guedes, L., Marques, L., & Vitório, G. (2020). Enhancing Interaction and Accessibility in Museums and Exhibitions with Augmented Reality and Screen Readers. https://doi.org/10.1007/978-3-030-58796-3_20
- Harada, T., Hideyoshi, Y., Gressier-Soudan, E., & Jean, C. (2018). MUSEUM EXPERIENCE DESIGN BASED ON MULTI-SENSORY TRANSFORMATION APPROACH. 2221–2228. https://doi.org/10.21278/idc.2018.0150
- Kurosu, M. (Ed.). (2019). Human-Computer Interaction. Recognition and Interaction Technologies: Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II (Vol. 11567). Springer International Publishing. https://doi.org/10.1007/978-3-030-22643-5
- Maria, K. (2020). A critical literature review and discussion of gamification in museums. 19.
- Meyer, A., Rose, D. H., & Gordon, D. (2014). Universal Design for Learning: Theory and Practice. CAST Professional Publishing.
- Mohammed-Amin, R. K. (2015). Augmented Experiences: What Can Mobile Augmented Reality Offer Museums and Historic Sites? https://doi.org/10.11575/PRISM/25067
- Nofal, E., Elhanafi, A. M., Hameeuw, H., & Vande Moere, A. (2018). Architectural Contextualization of Heritage Museum Artifacts Using Augmented Reality. Studies in Digital Heritage, 2(1), 42–67. https://doi.org/10.14434/sdh.v2i1.24500
- Parsehyan, B. G. (2020). Müze Yönetiminde Dijital Dönüşüm: Bilgi ve İletişim Teknolojilerini Kullanma Düzeyleri. Turkish Studies-Social Sciences, Volume 15 Issue 8(Volume 15 Issue 8), 3539–3550. https://doi.org/10.47356/TurkishStudies.45995
- Partarakis, N., Grammenos, D., Margetis, G., Zidianakis, E., Drossis, G., Leonidis, A., Metaxakis, G., Antona, M., & Stephanidis, C. (2017). Mixed Reality and Gamification for Cultural Heritage. Springer International Publishing. https://doi.org/10.1007/978-3-319-49607-8
- Rose, D. H., Meyer, A., & Hitchcock, C. (2005). The Universally Designed Classroom: Accessible Curriculum and Digital Technologies. In Harvard Education Press. Harvard Education Press.
- Thevin, L., Rodier, N., Oriola, B., Hachet, M., Jouffrais, C., & Brock, A. M. (2021). Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback. Proceedings of the ACM on Human-Computer Interaction, 5(ISS), 1–33. https://doi.org/10.1145/3488550
- Thompson, C. (1994). The role of the museum in interpretation: The problem of context. International Journal of Heritage Studies, 1(1), 40–51. https://doi.org/10.1080/13527259408722129
- Tieryas, P. (2017, August 18). Nintendo’s Tour of the Louvre: Gaming, Art, and Virtual Reality. Tor.Com. https://www.tor.com/2017/08/18/nintendos-tour-of-the-louvre-gaming-art-and-virtual-reality/
- UNESCO. (2020). Accessible digital documentary heritage: Guidelines for the preparation of documentary heritage in accessible formats for persons with disabilities—UNESCO Digital Library. https://unesdoc.unesco.org/ark:/48223/pf0000374995
Downloads
Similar Articles
- Hassan Marrie, Heutagogy and Digital Media: An Exploration into the Digital Migration , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Ilze Eklsa, Comparative Analysis of Western Design Principles and Visual Structure in GCC Advertising Design , Emirati Journal of Digital Arts & Media: Vol. 3 No. 1 (2025): Emirati Journal of Digital Arts & Media
- Marwan Alnajjar, Shifting trends shaping content creation in media and newsrooms , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Mariam Mohamed Amer, Integrating Fintech within Social Media Platforms to empower Entrepreneurship , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Ahmed, Babiker, Artificial Intelligent in UAE (A Study on the Uses and Attitudes of AI in Media Companies) , Emirati Journal of Digital Arts & Media: Vol. 1 No. 1 (2023): Emirati Journal of Digital Arts & Media
You may also start an advanced similarity search for this article.
Most read articles by the same author(s)
- Dr. Samira Belghitia, الاتجاهات والتقنيات الناشئة في ممارسة العلاقات العامة , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Ilze Eklsa, Comparative Analysis of Western Design Principles and Visual Structure in GCC Advertising Design , Emirati Journal of Digital Arts & Media: Vol. 3 No. 1 (2025): Emirati Journal of Digital Arts & Media
- Marwan Alnajjar, Shifting trends shaping content creation in media and newsrooms , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Mariam Mohamed Amer, Integrating Fintech within Social Media Platforms to empower Entrepreneurship , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Dina Mohamed Younis, The Role of Popular Culture in social media on Millenniums’’ behaviors and social Identity , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Ahmed, Babiker, Artificial Intelligent in UAE (A Study on the Uses and Attitudes of AI in Media Companies) , Emirati Journal of Digital Arts & Media: Vol. 1 No. 1 (2023): Emirati Journal of Digital Arts & Media
- Haitham Mohammed , الأدوات الذكية قدمت إمكانية تطوير عمليات العلاقات العامة للترويج ونشر المحتوى بسبب طبيعة الأنشطة القريبة للعلاقات العامة , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Hassan Marrie, Heutagogy and Digital Media: An Exploration into the Digital Migration , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- Monia Mohsen Mahmoud Fahmy, Are you using a dating application? Perspectives on cyber matchmaking technology in Egypt , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media
- محمد عبدالله خميس اليخري, د. محمد عطا الطوالبة, تحليل تاريخي: ديناميكيات الإعلام في زمن رسول ونبي الله محمد ﷺ , Emirati Journal of Digital Arts & Media: Vol. 2 No. 1 (2024): Emirati Journal of Digital Arts & Media