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    <article-meta>
      <title-group>
        <article-title>Transforming tourist maps to increase heritage aware- ness uses for gamification and serious games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Micael Sousa</string-name>
          <email>micaelssousa@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Md S. Haque</string-name>
          <email>sanaul.haque@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CITTA, Department of Civil Engineering, University of Coimbra</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Software Engineering, LUT University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Game-based approaches like gamification and serious games generate nudging effects. This paper presents an experiment where undergraduate students (ns1=11 and ns2=10) played modified modern board games, transforming a tourist map into a playful approach. The test revealed that the chosen games (Just One and Spyfall) transformed the tourist map of Leiria city, Portugal, into a tool to generate awareness for urban heritage. Despite this success (discovering new heritage through player interaction and collaboration), the play environment, the mood, and the players' behavior affected the out-comes.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Nudge</kwd>
        <kwd>Board Games</kwd>
        <kwd>Gamification</kwd>
        <kwd>Heritage</kwd>
        <kwd>Serious Games</kwd>
        <kwd>Tourism 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>2. The importance of urban heritage awareness</title>
      <p>Tourism is an economic activity with a high impact on territories [10, 11]. Tourism can lead to
changes in the economy and controlling how touristic activities develop is part of the challenge
of managing this complex activity of safeguarding local identity [12, 13] and avoiding damaging
usage or neglecting local heritage [14, 15]. We propose to find playful ways (e.g., game
adaptations) to use existing resources (e.g., tourist maps) that help citizens recognize the existing
heritage.</p>
      <p>Games are popular and are getting attention due to their increasing economic im-pact [16].
Gamification and serious games keep appearing everywhere [17]. Here we define gamification as
introducing game elements in non-game activities and serious games that demand creating a
game to achieve predefined purposes beyond entertainment [18–21]. We aim to help students
identify and discuss urban heritage issues by themselves (nudging), using methods that might be
replicable in other platforms.</p>
      <p>Analog games can easily be transformed and adapted (removing or adding new elements) to
fit purposes. When using analog games, it is possible to foster a more collaborative approach and
profit from the higher player agency [22, 23], more with modern board games [24–27]. When
using modding techniques, designers are learning, and training how to develop game-based for
gamification and serious game applications since they depart from solid game systems and
welltested games.</p>
      <p>Although we are using an analog approach, this is a method to prototype and test the game
system. This test is a previous step to implement digital and hybrid solutions since many video
games are developed first by playtesting analog versions [30, 31].</p>
    </sec>
    <sec id="sec-2">
      <title>3. The importance of urban heritage awareness</title>
      <p>We modified two modern board games with simple rule sets and a tourist map of Leiria city
to explore local heritage. Two classes (S1 nS1=11 and S2 nS2=10) for the undergraduate students
of environment and heritage at the Polytechnic of Leiria, School of Education and Social Sciences,
played the same game sequence to identify and share their knowledge about local urban heritage.
The same facilitator did the game modding, supported gameplay, and debriefing [32]. Data
collection consisted of a pre-test/post-test questionnaire following Mayer et al. [33] for serious
game evaluation (Likert scale 1 to 7 and free comments), as tested in similar modding approaches
[29, 34, 35]. There were questions about the game habits, enjoyment, and ability to learn through
the game (Table 2). The facilitator's observations complemented the questionnaires.
3.1. Using games for heritage identification in class</p>
      <p>Complex board games, with many rules and mechanisms, can be problematic for users with
low game habits and reduced time to learn and replay them until they are comfortable with the
activity [29, 36]. As in other case studies that used games with low complexity (according to BGG)
[26], we selected two popular “party games” [24] because they have low complexity, are fast to
learn, and can be played by more than six players simultaneously. This fits the requirements for
a standard class session.</p>
      <p>We chose to use Just One [37] and Spyfall [38], following similar modding approaches as in
previous experiences, altering the games to achieve serious purposes beyond entertainment, like
testing ideas and sharing information among participants with communication restrictions [35,
39]. Restraining communication relates to game mechanisms [10] and ways to deliver to
implement the prerequisites of Habermas's rational communication theory. According to this
theory, collaboration requires equality in decision-making, communication, access to
information, and shared goals [40].</p>
      <p>Table 1 presents the characteristics of the selected games and the level of modding done to
implement the game-based process that consisted in playing Just One to identify heritage sites
and playing Spyfall to explore those sites over a tourist map with more detail for the city of Leiria.
We maintained the player agency of the original games while enabling them to fit the issues at
stake, in this case, heritage issues. The game results were not random. They resulted from the
players' decision-making and multiplayer interactions.</p>
      <p>In Figure 1, students are playing Just One to identify different heritages. Then they selected
the 15 heritages (places and non-material ones associated with places). Each heritage
corresponds to a number they wrote in the blank cube, adding it to the map. One sheet of paper
presented the list of the 15 heritages associated with the numbers.</p>
    </sec>
    <sec id="sec-3">
      <title>4. Data analysis</title>
      <p>Students were, on average, 20 years old, and the gender self-identification was balanced. Students
needed to learn the games and play similar ones. We tested the statis-tical significance through
the T-Student one-tail paired test (Microsoft Excel), comparing the students’ perceptions before
(pre-test) and after (post-test) playing the games. When comparing pre and post-tests,
participants recognized the game fostered their imagination (+0.727; p=0.044) and reinforced
their confidence in identifying heritage (+0.600; p=0.026).
Table 2 shows the results regarding the purposes of the games to generate heritage awareness
and deliver a fun experience. Although the results from S1 seam better, none had statistical
significance. The students’ commentaries revealed that in S1, seven participants reinforced their
enjoyment (64%), while only two stated that in S2 (20%). In S1, two students said they enjoyed
all parts, whereas none in S2. In S2, students highlighted (serious) outcomes related to
gameplay, ignoring the enjoyment dimension.</p>
      <p>In S2, two students referend to some uncomfortable interactions, while none in S1. In the
negative comments, in S1, two students wanted to play more (14%), and in S2, it was only one
(10%). We can consider the desire to play as an engagement. Students involved in S1 enjoyed
the session more. Although the session was similar in both cases, the main change was the
participants. The facilitator's observations also reinforce this perception. In S2, it was necessary
to solve some conflicts between students. One student undermined the game, showing
forbidden information. This failure affected the group experience (S2). Nothing similar was
noticed during S1. Later, the facilitator realized an exam stressed the S2 students they would
take after the session. In both sessions, the facilitator noticed that students were curious about
the experience, asking continuous questions about the game approach and its purpos-es.
However, this engagement decreased in S2 as the downtime and waiting time accumulated.
During both sessions, students shared several parallel stories, like activ-ities related to the
heritage being explored in a specific part of each game (e.g., places they hang out with their
friends).</p>
    </sec>
    <sec id="sec-4">
      <title>5. Discussion and future applications</title>
      <p>Through the games, students discovered and identified local urban heritage related to the city
of Leiria (Portugal). Playing the games allowed students to discuss, share information, and
identify heritage values (approximately 20% more).</p>
      <p>The experience could have been more enjoyable than expected. Session 2 (S2) had some issues,
and the games were not engaging as in session 1 (S1). Player behavior and external factors like
the exam affected the experience. Despite this, students successfully identified and discussed
urban heritage (15 locations at least). At the start of the sessions, students stated they were
unaware of local heritage. This positive result reinforced students' learning ability through
collaborative game dynamics, discussing, sharing information, and thinking about heritage
issues.</p>
      <p>In S1, students played without conflicts or negative reactions, affecting the result and
perceptions. Time is an issue because students may want to play more and finish the game. Having
the proper time to explain the games and do the game debriefing is mandatory. Enough time can
reduce conflicts and highlight the purposes of the game, like reinforcing the players' behavior
regarding learning issues. In S2, players' conflicts and the upcoming exam stress decreased their
enjoyment, although students recognized that the games helped them learn more about heritage.
These different effects reveal some of the challenges of using games for purposes. Balancing the
entertainment and the serious outcomes can be a challenge. Adding to the uncertainty games
generate, the players' behaviors and the group's social-emotional mood are highly influential.</p>
      <p>Facilitators must react to the players' reactions (solving conflicts and exploring the emergent
parallel stories) and deal with game prejudices (e.g., games are for children and are not a serious
activity [41]. During the Spyfall explanation (in S2), one student said: “you thought in everything,
now I understand why we are doing this…”. Dealing with player profiles is part of the facilitation
process, stating that different players and circumstances would react differently to game
approaches [34, 42]. This player behavior reinforces the social contract of multiplayer games [43,
44]. This is not to say that the students did not enjoy the game session, but a longer duration is
needed in the future [45] to explore the perceived effect of nudging among them. Students were,
on average, 20 years old, and the gender self-identification was balanced. Students needed to
learn the games and play similar ones. We tested the statis-tical significance through the
TStudent one-tail paired test (Microsoft Excel), comparing the students’ perceptions before
(pretest) and after (post-test) playing the games. When comparing pre and post-tests, participants
recognized the game fostered their imagination (+0.727; p=0.044) and reinforced their
confidence in identifying heritage (+0.600; p=0.026).</p>
    </sec>
    <sec id="sec-5">
      <title>6. Conclusion and future applications</title>
      <p>For a deeper evaluation of the nudging effect, applying constructive theories to en-gage
students in the game session and design thinking as a student-centric approach could be utilized
[46] and even individually considering each student’s needs of autonomy, competence, and
relatedness [47] to increase heritage awareness about urban heritage among the students.</p>
      <p>Future applications could explore the same game approach for different maps and evaluate
the awareness of other urban dimensions. Also, adapt and test it with digital maps in online play
to engage past and future visitors of a city. Municipalities of tourist agencies could explore this
opportunity. Also, the publishers of the games could create new versions of the games and
investigate their intellectual property as serious games, being another business opportunity or a
way to develop social responsibility projects related to heritage protection and community
empowerment through heritage.
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