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Núm. 21 (2018): Espacios de memoria. Estrategias y discursos para archivos históricos

La gamificación en el ámbito del patrimonio : Crowdsourcing con un diseño lúdico

Enviado
septiembre 24, 2020
Publicado
2019-01-01

Resumen

Un creciente número de instituciones patrimoniales investigaron las posibilidades de informar sobre sus colecciones digitalizadas y aprovechar las oportunidades de enfoques del crowdsourcing. Estos esfuerzos se recogen bajo la noción de ciencia ciudadana, donde los proyectos cuentan con la ayuda de voluntarios para poder resolver los problemas que plantea la investigación científica. Emplear los principios de gamificación en el proceso de conexión de los materiales digitalizados con los usuarios es una de las formas de ofrecerles la oportunidad de explorar, vincularse y contribuir con la memoria pública. Este artículo explora la idea de aplicar un diseño lúdico al proceso de difusión de las colecciones digitalizadas en línea dentro del campo del crowdsourcing y de la ciencia ciudadana. La primera parte ofrece un trasfondo teórico sobre la gamificación con el fin de establecer el marco para aplicarla en el ámbito del patrimonio. La segunda se centra en el uso dentro de este campo basándose en los proyectos examinados. La última parte da recomendaciones sobre cómo la ciencia ciudadana y el diseño lúdico pueden implementarse de manera exitosa.

A growing number of institutions in the heritage sector started to investigate the possibilities of communicating their digitised collections with the public and seizing the opportunities by applying different crowdsourcing approaches. The efforts are often gathered under the notion of citizen science, where projects enlist the help of volunteers to solve challenging scientific research problems. One of the ways to provide users with an opportunity to deeply explore, connect with and contribute to public memory is to employ the principles of gamification, in the process of connecting digitized materials with the users. This paper explores the idea of applying gameful design in the process of communicating digitized online collections within the wider field of crowdsourcing and citizen science. The first part provides a theoretical background on the notion of gamification, setting the framework for applying gamification in the heritage domain. The second part focuses on the applications of gamification within the heritage domain and based on the projects examined. The final part gives recommendations on how citizen science and gameful design can be successfully implemented.

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