dc.contributor.author | Smokova-Stefanova, Marusya | |
dc.contributor.author | Bogdanova, Margarita | |
dc.contributor.author | Parashkevova-Velikova, Evelina | |
dc.contributor.author | Krasteva, Elitsa | |
dc.contributor.author | Stoyanova, Mariela | |
dc.contributor.author | Todorova, Lyubomira | |
dc.date.accessioned | 2024-10-11T08:53:31Z | |
dc.date.accessioned | 2024-10-11T08:53:32Z | |
dc.date.available | 2024-10-11T08:53:31Z | |
dc.date.available | 2024-10-11T08:53:32Z | |
dc.date.issued | 2024 | |
dc.identifier.issn | 1311-9206 | |
dc.identifier.uri | http://hdl.handle.net/10610/5037 | |
dc.description.abstract | Gamification has gained significant attention in recent years. Even the cultural heritage has not been unnoticed and various gamification techniques have been applied for different purposes. Bulgaria is among the countries with prominent interest in the matter. Although some successful initiatives have been carried out and are still implemented, there is a lack of systemised knowledge for what does not work well and why, which will help practitioners, researchers, public and local authorities in avoiding making the same mistakes in the future. The objective of the paper is to identify best practices for gamification in Bulgarian cultural heritage. The objective is addressed by providing a context specific framework for selecting best practices on gamification in Bulgarian cultural heritage. Based on a set of 12 gamification criteria and 9 impact criteria and by keeping to a 3-stage procedure, the first two top-rated initiatives have been selected as best practices and briefly described. | us_US |
dc.publisher | Tsenov Publishing House | EN_en |
dc.relation.ispartofseries | 3;2 | |
dc.subject | best practice | us_US |
dc.subject | gamification | us_US |
dc.subject | cultural heritage | us_US |
dc.title | Best Practices For Gamification In Cultural Heritage: Bulgarian Experience | us_US |
dc.type | Article | us_US |