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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Gamification of Heritage in the Unesco Enlisted Medieval Town of Rhodes</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Aldo Di Russo Unicity Srl</institution>
          ,
          <addr-line>Viale d Val Fiorita 88, Rome</addr-line>
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Daniel-Fernando Weiss-Ibanez Hotelofi</institution>
          ,
          <addr-line>Spain, Mendaña de Neira, 28, A Coruña, 15008</addr-line>
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Dorothea Papathanasiou-Zuhrt University of the Aegean/The Wave Lab</institution>
          ,
          <addr-line>8 Michalon Street, Chios</addr-line>
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>“Grand Master Challenge” is a heritage game developed under the umbrella of DIVERTIMENTO, an ongoing Project within the COSME PROGRAMME 2014-2020. The Game aims to effectively facilitate tourism consumption choices and stimulate a new heritage mobility model in Unesco enlisted Medieval City of Rhodes by communicating heritage values to non-captives audiences in an entertaining and participatory way. It is supported by an iBook for iOS/Android operating systems specifically designed to serve as an information hub for the Game plot, narratives and clues and facilitate spatial navigation through the embedded Google Map. Structure and contents are aligned with human cognitive architecture to facilitate cognitive processing of information with tourism value. The Game enables an unlimited number of users to retrieve key media information and customize it according to their personal preferences and points of enthusiasm, transforming their personal experiences into a ludic marketing tool.</p>
      </abstract>
      <kwd-group>
        <kwd>Cultural Heritage (CH)</kwd>
        <kwd>Human Cognitive Architecture (HCA)</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In their seminal paper “Why do people play games? A meta-analysis” (Hamari and Keronen, 2017) define
Games and multi-purpose information systems, with hedonistic and utilitarian dimensions, where players are
pursuing “instrumental outcomes”. We defend that this could be a definition for tourism, should one replace
“game” with “destination”: tourists select destinations from different reasons and perspectives: because they
attach meanings to certain attractions; because they may be attracted by the beauty of nature or by a range of
diverse activities or because they pursuit quality of services. At the same time major economic and
technological shifts impact both the profile and the decisions of tourist: tapping the power of distributed
networks they share ideas and expertise quickly and effectively, create and share information and knowledge
with richer patterns of participation and engagement through Social Media and wired communities. Given the
competitiveness of the tourism industry, destinations are a game to be won, should they meet “user
expectations”. This paper presents the design and delivery of a heritage game in the Unesco enlisted Medieval
City of Rhodes, Greece as a first attempt to create a new heritage mobility model and thus offer visitors quality
experiences and better informed choices in the Medieval City.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Research Objectives</title>
      <p>Two objectives are set: a) to develop a new heritage mobility model in the Medieval City to enhance the
navigation and visitation pattern and thus facilitate consumer choices; b) to enhance the perception of the
Unesco enlisted Medieval Complex by reducing the extraneous cognitive loads and exploit universal concepts to
redirect attention, as familiarity allows the human brain to expend less effort to concentrate on personal and
meaningful content. Prior and expert knowledge about the Medieval City are set to zero for both objectives.</p>
      <sec id="sec-2-1">
        <title>2.1 Accessible Heritage</title>
        <p>In order to make heritage accessible is required a heritage management tool that identifies and produces
significant visitor experiences. The development of a Game at a Unesco designated site, is a collaborative
process that involves 3Level government actors, cultural operators, local communities, private owners and
businesses, volunteers, research, academic and training institutions and domain specific experts. It incorporates
a set of procedures and mechanisms that strive to connect onsite experiences with significant phenomena and
events considering at the same time economic benefits for local businesses, sustainable uses of heritage assets
and local resources and quality visitor services. In this vein the Game considers the objectives of cultural
operators and heritage managers; the target publics, the significance of the designated monuments and the
visitor experience diversity.</p>
        <p>Non-captive audiences at heritage places are multinational, multicultural, and multigenerational groups,
exploring novel information potentially connected with their own pre-understandings and prior knowledge. The
main difference between learners in formal settings and non-captive audiences is the possibility to rehearse
material. As human working is limited in capacity with respect to the number of elements it can handle
simultaneously, rehearsal is necessary to prevent information loss. This condition cannot be met with
timescarce non-captive audiences at heritage places. In order to create a mental bridge to selected phenomena, and
make the novel seem familiar by relating it to prior knowledge and/or universal concepts in a much shorter time
period and more entertaining way, the Game presupposes a limited working capacity to deal with visual,
auditory and verbal material and an almost unlimited long-term memory, able to retain schemas i.e., mental
representations that vary in their degree of automation (Waxman, 1996:281, Oberauer et. al., 2003:167-193).
Experiences are created through memorable occasions and/or interactions that engage people in a personal way
and connect them with a place. The Game offers non-captive audiences opportunities to derive from their play
meanings and values, gain knowledge, modify attitude and behaviour. It is designed to create emotional impact
and fosters multisensory experiences, enjoyment and relaxation. Individual dispositions may dictate various
needs to experience seekers: the need for social contacts at cultural heritage settings or/and learning experiences;
the need for restorative environments or experiences which create a sense of peace and calm; the need or desire
to escape from a mundane and alienating environment, or to alleviate boredom; a search for novelty or change,
for new sources of stimulation and adventure, or the need to explore the unknown; the need for learning or
cognitive engagement; finally leisure as an opportunity for self-fulfilment, self-development or a source of
meaning in life. Given the aforementioned considerations 32 monuments were selected in the Medieval City of
Rhodes, which, structured in 10 play units in an integrative audiovisual narrative, ensure mastery, autonomy and
satisfaction across the 10 geolocations in the Medieval City, the Moat and the Perimetric Wall (fortification).
Research results demonstrate that information, which requires recipients to engage in complex reasoning and
involve combinations of unfamiliar elements, is rejected. The Game Prototype has been presented to a sample of
53 individuals (supply and demand) utilizing mobile devices. The testing of the Prototype through an
performance in the Medieval City, mise en scène by Aldo Di Russo, with adolescent volunteers, who played the
roles of different actors and avatars, in the in 2014 has revealed that users are prone to co-creating meaningful
heritage contexts, and that consumer time is shifting across interpreted monuments, but also across app and
device categories and operating systems. More specifically results from the onsite research has demonstrated
that the intrinsic motivated sample (78%) has freely selected to attend or ignore communication content, whilst
the minor part of the sample (22%) has stated explicitly that learning outcomes are paramount to recreational
objectives. To serve the demands of audience, who prefers educational interactive entertainment to passive
observation, a remedial evaluation in 2015 was undertaken to reorganize contents and enhance the experience
via the deployment of an iOS primarily and an Android operating systems secondarily.</p>
        <p>The Game aims to capture the essence of 32 heritage assets, organized in and effectively communicate their
significance in a cognitive-emotional way to non-captive audiences in real time following a new heritage
mobility model in the Medieval City. Prime goal of the Game is to facilitate information processed in each
heritage narrative considering the working memory limitations and the scarce time budget of the audience, but
not at the expense of understanding. Therefore the constraints inherent in the working memory are the
determinants for the design of heritage narratives.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 A New Heritage Mobility Model</title>
        <p>The field research revealed that the new race of connected consumers, independently of age, is looking for
authentic experiences at heritage places, exploiting all possibilities for the co-creation of context. While most
cultural and tourism-oriented services include exceptional scenic or heritage assets to attract consumer flows,
the Game generates customized experiences and points of enthusiasm, broadened and deepened by the stories
and their interpretation. By highlighting cultural experiences in the Medieval Town, win-win scenarios for the
host community and its visitors are offered via a new heritage mobility model in the Medieval City that
terminates the vicious circle, where only three monuments are solely visually consumed: Street of the Knights,
Great Hospital, Grand Masters’ Palace. A series of outcomes describe the desired impacts of the Game, i.e.,
what the audience (53 test persons) does, think, or feels about the new heritage narrative and the game play:
Cognitive-Emotional Impact: Visitors deployed the Game prototype onsite allocating an approximate 20-50
seconds for each exhibit, 1-3 minutes for an interpretive, such as the Great Hospital of the Knights,- which
serves as Archaeological Museum since 1912 shadow and sitting opportunities prolonged the reading time
substantially. The Game wins a very specific significance onsite: the heritage narratives were gladly rehearsed
by the audience more than 2 times in average. Each monument is embedded in a longer narrative, and is
connected to the related monument(s) all across the Medieval City. Narratives have been re-visited, contextual
information is assessed among groups, comparisons are drawn in the proximity of authentic assets, geolocations
and new meanings are created and shared via the through apps and Social Media Tools. Different types of built
heritage in the Medieval City have been compared (Classic, Gothic, and Ottoman era). Similarities and
differences in the hospital care of today and in the Middle Ages in Rhodes and Europe have been discussed.
Income differences of skilled workers today and in the Middle Ages i.e., doctors, engineers, but also carpenters,
sailors, artisans, construction workers and farmers provoked curiosity and further discussion.
Socialization: unlike in the classic tourism consumption model (organized visit) the test persons have engaged
with each other and have interact onsite with other visitors, to whom they have shown the Prototype. Test
persons and visitors have discussed how the experienced heritage assets relate to their own lives, most notably
the Great Hospital of the Knights, the Grand Master’s Palace, St. Catherine’s Hospice and the Moat. 26 visitors
have called others in their group over to try the suggested activity offered by the Game and have followed the
test persons on the game play.</p>
        <p>
          Place Attachment: Test persons have explained how they have acquired expertise about the Medieval City,
which led to excitement and inspiration, but also to accessibility and security in moving around the Medieval
City, the Moat and the Perimetric Wall. This “freedom” has enabled more and better informed consumption
choices. Familiarity and dexterity in moving around is a result of prior knowledge (previous onsite-virtual
experiences, experiences of others, by means of visual, verbal and sensory stimuli) and acquisition of
information with tourism value. If the quest “how can I find the GM Palace” cannot be met, then tourism
revenue is lost. Landscape familiarity has impacted length of stay within the Medieval Town for different
consumption purposes. Reported behavior of the test persons has proved to be congruent with the risk-reduction
strategy theory formulated by scholars
          <xref ref-type="bibr" rid="ref1">(Ankomah et al., 1996, Gursoy and McCleary, 2004, Kerstetter and Cho,
2004, Ryan, 2000, Walmsley and Jenkins, 1994, Yovcheva et al. 2013)</xref>
          , however as mobile technologies impact
the knowledge pattern, further inquiries are needed to shed more light into the correlation heritage knowledge –
tourism consumption. Through the Game the onsite audience is offered a significance chance to create their
personal place-bonding at a time. Thus a new cultural heritage mobility model is born.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1 The Planning Concept</title>
        <p>The Game is supported by a cohesive heritage narrative “THE UNITED STATES OF EUROPE: DRESS
REHEARSAL, RHODES, 1306-1522” developed according to the values of the Council of Europe and it is
embedded in the iBook. It involves 32 monuments connects 20 geolocations, in the Unesco enlisted Medieval
City of Rhodes, structured in 10 trail stations. Given the multiethnic character of the Knights Hospitallers and
the visibility of monuments in the landscape, 5 interpretive spheres are introduced to inspire the comparison of
the sovereignty of Rhodes (1306-1522) with European Union values “united in diversity”. Following recent
scholarly research that challenging games help the learning process (Hamari et al., 2016), the Game is designed
to facilitate visitors familiarize with known schemes from their everyday life such as: (multi-ethnic) governance,
citizen services (administration, health, defense, etc.), economy and commerce, faith, social life and arts, private
life, so as to enable quick understanding and foster participatory cultural consumption. The cultural route
developed entails 10 play units that include 20 geolocations. Each play unit is embedded in the
EUROTHENTICA eBook.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Heritage Assessment</title>
        <p>The National Heritage Register declares 281 assets within the wall of the Medieval Town of Rhodes (1948). 32
assets have been selected, following the Significance Assessment methodology adopted by DIVERTIMENTO,
documenting exactly why assets are significant using a multivariate analysis. A Statement of Significance
produced for each asset on the basis of the historic-archaeological information, intrinsic qualities, inherent
values, visibility in the landscape, spatial importance, social recognition, physical accessibility and interpretive
potential, build the asset values, the meanings that shall be conveyed to the audience. Meanings are contextual
in nature, including a linguistic, spatial and a social context. To access any meaning is to comprehend it within a
given context. The significant context of meanings in tourism is a spatial one, the sense of place. Meanings
extracted from a visit to place, heritage or natural site, collection etc., constitute the high added value experience
a visitor takes away in memory. In this vein, the visitor experience is the meaning as a result of cognitive
processing.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3 Audience and Stakeholders</title>
        <p>The audience at heritage attractions, heritage places and sites, whether it is called, visitor, tourist, or cultural
consumer, a gourmet seeking customer, or a curious soul, it belongs to the very heterogeneous groups, often
comprised of multi-generational and multicultural identities. Capturing and keeping their attention high up
during the Game, it means to create bridges between the inherent values of the heritage assets selected for
presentation and the Game players. Far beyond the dissemination of factual information, an interpretation
process creates meanings, so that the Game Players can put a place into personal perspective and identify with it
in more profound and enduring way.</p>
        <p>The Game refers to the inherently interesting and valuable tales that most heritage assets can narrate about the
history, culture and environment of the surrounding landscape and communities. Telling the story is a creative
process that includes many types of synergies within the Local Stakeholder Map. Through the story, citizens
can express what is unusual and special about their communities. The Game is the intentional, coordinated
message conveyed to the audience about the heritage assets and their qualities. The additional emphasis of
quality and continuity of the visitor’s experience distinguishes the Game from other tourism products and
management issues like landscape protection or land management efforts. The development of the game
encourages the Local stakeholders to seek out, document and communicate all of the special qualities of a place:
archaeological, natural, cultural, historic, recreational and scenic. This makes the onsite experience an
integrative experience: visual, educational, physical and emotional. The Game aims at increasing cultural and
tourism consumption: while most culture and tourism-oriented services include exceptional scenic or
recreational heritage assets to attract consumer flows, the Game will draw experiences, broadened and deepened
by the story and its interpretation.</p>
        <p>Public, private and third sector local actors and project stakeholders form the supply side. However the Local
Stakeholder Map is fragmented because: a) different institutional/legal structures and frameworks/capacities
with overlapping state-regional-local government responsibilities perpetuate tensions in the policy context; b)
different perceptions of culture by different actors at different levels give rise to competition between the
publicprivate sector actors. The perception of the Game as a novelty in the heritage landscape has been embraced more
by the audience and the businesses than the public sector and the local authorities.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. The Game Design</title>
      <p>The Game is addressing multinational, multigenerational non captive audiences, with sufficient knowledge of
English as a foreign language. Embedded in EUROTHENTICA, an the eBook Collection for
iOS/Android/Windows iBook available at the Appstore and Google Play, the Game is exploiting storytelling to
create a new cultural heritage experience in situ. Storytelling, old as prehistoric times, is still a powerful tool for
conveying and sharing ideas, beliefs, values and traditions exactly because stories are so effective at explaining
the meaning of things. The Game refers to the inherently interesting and valuable tales that most heritage assets
can narrate about the history, culture and environment of the surrounding landscape and communities. The story
is an aspect that people often find highly interesting, fun and compelling, and this encourages participation.
As the Medieval Town is a Unesco enlisted monument, signposting is prohibited. At major entry gates i.e. moat,
gates exists directional signage, while labels onsite offer information strongly coded in expert language. A
narrative structure around each monument has been developed with a reading duration of 60 secs for each story,
that is embedded in the iOS/Android iBook. The game play developed in in the Medieval Town and the Moat
has duration of 180 minutes.</p>
      <p>Modern neuroscience is yielding insights which can give valuable tools for the design and delivery of quality
visitor experience. Brain literacy can help accurately identify aesthetic reactions to the visual environment and
catalogue the features which sustain or detract from important aesthetic experiences (Papathanasiou-Zuhrt &amp; Di
Russo, 2015). Aligned with the principles of human cognitive architecture, information units in the
iOS/Windows/Android environment are chunked with max. 3 novel concepts per unit, below the limit proposed
by Miller (1956), Baddeley and Hitch (1981) and Baddeley (2003 and 2012). Graphic design is aligned with the
eye-scan-path movement, information layering follows international standards for the interpretation of heritage
(Papathanasiou-Zuhrt &amp;Weiss-Ibanez, 2014). In order to decongest working memory, redirect attention and
allow visitors to connect with prior knowledge from the everyday life, metaphors and associations have been
extensively utilized. Meanings communicated through the use of associations and metaphors are based on
universal concepts, and differ substantially from transmitting formal knowledge. Main goal is to inspire visitors
co-create content; experience heritage in a playful way without alienating the socio-historical context; have fun
and realize the benefits.</p>
      <p>The Game tells a story at each play unit. Depth and complexity depend directly on the location-task correlation,
which affects the time required to play at each location, perform the tasks, the ease of accessing and processing
information. The Game is linked to Social Media Channels and the Google Map through the iBook. Winners,
who have mastered all tasks, are awarded the title of the Grand Master. To promote the Game’s ludic character,
winners receive the Game diploma and a free meal/drink and their photograph is uploaded in the Grand Master’s
Gallery, Generation II.</p>
      <p>The Game design considers also site facilities and orientation, tourism related services such as transport and
accessibility issues, catering, shopping and accommodation information, distance and time on tracks, important
features identified on an orientation map, seasonal problems such as high/low temperatures etc. With an ability
to objectively identify the essential elements of indoor and outdoor heritage spaces, strategies and plans which
better safeguard valuable assets can be crafted. Environmental protection and scenic preservation has become
an increasingly important part of open space planning as the public desire for such amenities grows and the
prospect of losing natural and scenic resources increases in response to growth pressures. The emphasis on
quality of the visitor experience distinguishes the Game from other tourism products. While most culture and
tourism-oriented services include exceptional scenic or recreational heritage assets to attract consumer flows,
the Game will draw experiences, broadened and deepened by the story and its interpretation.
Experience seekers crave for authentic experiences at heritage places (Bulancea &amp;Egger, 2015). Highlighting
cultural experiences along the Game Area a win-win scenario for the host community and its guests emerges as
stories provide a mechanism for encouraging the audience to lengthen stay, an economic impact felt throughout
the Project Area.</p>
      <sec id="sec-4-1">
        <title>4.1 The Game Area</title>
        <p>The eBook narratives reinforce the association chain enabling new cognitive content to relate to prior
knowledge.The narrative is the part of the story told to the player, either by the stakeholder member, either by
dislocated information and further clues, either by evident information in a digital device The narrative is the
non-interactive part of the story, but nevertheless is may motivate or discourage the player to carry on. As game
playing is an interactive process, the narrative may be also used to provide for relaxation and further
encouragement, provided is well planned and written. Writing in an entertaining, short, precise and interpretive
way is a task that shall involve high expertise in the domain. The narrative shall embed the clues and the story</p>
      </sec>
      <sec id="sec-4-2">
        <title>MONUMENT</title>
      </sec>
      <sec id="sec-4-3">
        <title>NAME NAME</title>
        <p>MOAT
GATE D'AMBOISE
GRAND MASTER
PALACE
CHURCH OF
ANNUNCIATION
KNIGHT STREET
HOUSE OF PRINCE
CEM
GREAT HOSPITAL OF
THE KNIGHTS IN
RHODES
LADY OF THE CASTLE
OLD HOSPITAL OF
THE KNIGHTS IN
RHODES /
GUNPOWDER
MAGAZINE
ARMORY DE MILLY
CASTELLANIA
ADMIRALTY
KAHAL SHALOM
SYNAGOGUE
OUR LADY OF THE
BURGO
ST. CATHERINE'S
HOSPICE
COMMERCIAL PORT
/SEA GATE
ST GEORGE BASTION
TOWER OF ITALY
(BASTION DEL
CARETTO)
TOWER OF SPAIN
MANDRAKI
MILITARY HARBOUR
(WINDMILLS, FORT
ST. NICHOLAS,
CHURCH OF
ANNUNCIATION)</p>
        <p>DIGGING THE MINES, Moat
1522
THE SWORD OF KING LOUIS,
Rhodes, Gate Amboise, 1512
BEST SELLER BOOK, Grand
Master Palace, 1481
EXPLOSION, St. John of the
Hospital, 1310
TRIUMPH, Street of the Knights ,
1306
EXPENSIVE CAPTIVE, House
of Prince Cem, 1481
EYE WITNESS , The Great
Hospital of the Knights, 1437
THE FLOCK, Our Lady of the
Castle, 1309
MEDECIN SANS FRONTIERES,
1356
THE DRAGON SLAYER,
Armory of the Knights, 1420
JUSTICE, Castellania, 1507
ADMIRAL IN LOVE, Admiralty
1451
RACHEL GRANADA, Square of
the Jewish Martyrs, 1426
THE TREASURE OF THE
VIRGIN, Our Lady of the Burgho,
1522
ROOM WITH A VIEW Hospice
St. Catherine, 1467
SAILOR OF FORTUNE, Porta
Marina, 1401
HIGH TREASON, Bastion of
Auvergne, 1522
DISAPPEARENCE, Tower of
Italy, 1516
ANASTASIA , Tower of Spain,
1522
SAILOR JERVIS, Fort St.</p>
        <p>Nicholas, 1480
36,446796
36,446002
36,445775
36,444714
36,44505
36,445307
36,444796
36,445057
36,445478
36,446272
36,443523
36,442938
36,442204
36,442893
36,443167
36,444023
36,443967
36,441151
36,441956
36,451243
28,222924
28,222785
28,224113
28,223973
28,224595
28,226127
28,227176
28,227546
28,226803
28,227865
28,228678
28,229885
28,230416
28,230802
28,231266
28,22827
28,221945
28,231942
28,222416
28,228017
flow, but not as an account of facts in a scientific language. Here will be defined the actual progress of the Game
Plot. As you do so, think about ways that the player can take an active role in helping the avatar to make it
through the story: overcoming obstacles, meeting challenges, solving problems, and so on.</p>
      </sec>
      <sec id="sec-4-4">
        <title>LONGITUDE</title>
      </sec>
      <sec id="sec-4-5">
        <title>4.2 The Game: Mission, Narrative, Plot and Rules</title>
        <p>The objective of GRAND MASTER’S CHALLENGE is to offer an entertaining experience in the Unesco
enlisted Medieval City of Rhodes. Therefore the Plot is defined by the socio-historical contents of the period of
the Knights Hospitallers in Rhodes, Greece: 1306-1522.As the defined landscape is set around 1500, for reasons
of a clear visibility of the selected monuments in the landscape, the plot is associated with stories, events and
technology standards of this particular type: dresses, weapons, titles, societal stratigram, roles, socio-historical
background and connections to Europe are set in the time period 1306-1522. The plot is simple and includes the
discovery of a theft, which is crucial for the defense. 4.000 golden ducats which are destined for the acquisition
of a new chain for the Military Harbour vanish mysteriously from the Inn of Spain and this fact is associated
with the sudden death of Grand Master Fra Guy de Rochefoucault. The Vice Chancellor of the Knights in
Rhodes Fra Giovanni-Battista delle Scalle invites Knights from all European priories to come to Rhodes and
contribute to the revealing of the culpable. The knight who solves the mystery becomes the next Grand Master.
Players are assisted by an avatar that helps overcome the obstacles and giving the hints for the clues that are
embedded in the eBook Narrative. The introductory text sounds: I am Professor Hans von Puppet,
archaeologist. I have spent my life without any sensational discoveries and I was thinking to retire. But
suddenly, a clue from the Hidden Book of Knights in Rhodes, lost for 500 years, changed my life. And this clue
will change your life too. Play the game in the CITY OF THE KNIGHTS in Rhodes and I will share with you the
secrets of the Knights Hospitallers. I will reveal the Game rules. The invisible hand will help you. You will win
the Game and become the next Grand Master of Rhodes.</p>
        <p>And remember: “The Mediterranean is the key to three Continents”.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>The instability in the wider area of eastern Mediterranean and the refugee crisis has led to a sharp decline in
both visitor numbers and average spending in the Aegean islands. The challenge is for Rhodes is to create both
an alternative visitation motive and quality experiences in the Medieval City, which received in the last three
years an average of 2,5 million, but only a 3% have visited the major attractions in the Medieval City. The
Game implementation shall ensure that cultural heritage assets and services selected by cultural consumers and
heritage tourists in the Project Area become fully accessible across computers or mobile phones, with the
streetscape playing protagonist roles in the experience framework. The Game is transforming factual
information about selected geo-locations into fully comprehensible digital artworks, that complement cultural
consumption and independent travel practices. Thus visitors will be enabled to customize their experiences and
seek attractive services and applications, hence, fostering consumer demand. The innovation of the Game lies in
that a- instead of attracting CH consumers by merely exposing asset visibility, it links the tangible object with
its intangible dimension, the hidden meanings and the stories in a cognitive-emotional way; and b- is projecting
every-day-life basic knowledge into the remote past utilizing heritage assets onsite and an ICT-intense
experience environment. Still tested as a prototype, the Game is designed to offer a participatory CH service
with cognitive-emotional affinity, through a process of negotiation with creative crowds and prosumers, where
validated expert knowledge matches the creative skills of experience seekers and cultural consumers.
Baddeley, A.,&amp; Hitch, G.J. (1974), Working Memory, Recent advances in learning and motivation, ed. G.
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36), pp. 189-208.</p>
      <p>Baddeley, A. (2012), Working Memory: Theories, Models, and Controversies, Annual Review of Psychology,
(Vol. 63), pp. 1-29.</p>
      <p>Bulencea, P., &amp; Egger, R. (2015), Gamification in Tourism. Designing Memorable Experiences, Books on
Demand, Norderstedt.</p>
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behavior, Journal of Hospitality &amp; Tourism Research, (Vol. 28, No 1), pp. 66-94.</p>
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Information Management, (Vol. 37), pp. 125-141.</p>
      <p>Hamari, J., S., D.J.,Rowe, E., Coller, B., Asbell-Clarke, J. &amp; Edwards, T. (2016), Challenging games help
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    <sec id="sec-6">
      <title>Annex</title>
      <p>Figure 2. The Medieval Town of Rhodes.</p>
      <p>GamiFIN Conference 2017, Pori, Finland, May 9-10, 2017</p>
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