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Comput. Cult. Herit."],"published-print":{"date-parts":[[2024,12,31]]},"abstract":"<jats:p>\n            This article describes the development of the GamIN Platform, conceived to support the creation of mixed-reality location-based gamified solutions, that support the use of interactive narratives in urban space. The narratives are supported by multimedia collected materials, with audio information playing a key role. In this sense, a technological framework was implemented to support the development of games or gamified applications that include motivational capabilities and support the use of augmented reality (AR). The latter enables the visualisation of synthetic elements, as well as auditory or musical pieces, allied to itineraries, as drivers of interactive narratives, in order to make the exploration of contextual space more appealing. The validation of the platform was conducted through the development of associated applications (instantiated in the context of the PASEV\n            <jats:xref ref-type=\"fn\">\n              <jats:sup>1<\/jats:sup>\n            <\/jats:xref>\n            project) and taking into account its main objectives of dissemination of the cultural heritage of the Portuguese city of \u00c9vora and its soundscape. The prototypes, implemented through the platform, take advantage of the two main components of interaction incorporated: the interactive map and AR. Thus, a musical instruments collection game was conceived having a young audience as main target, which incorporates AR technology associated to itineraries. The second designed prototype takes advantage of the map component of the platform and uses gamification techniques, associated with thematic itineraries, to make the exploration of the city more challenging and interactive.\n          <\/jats:p>","DOI":"10.1145\/3702484","type":"journal-article","created":{"date-parts":[[2024,11,1]],"date-time":"2024-11-01T16:41:41Z","timestamp":1730479301000},"page":"1-18","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":6,"title":["An Extended Reality Platform for Cultural Gaming: Enabling Interactive Narratives in Spatial Contexts"],"prefix":"10.1145","volume":"17","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-7539-9480","authenticated-orcid":false,"given":"Jo\u00e3o","family":"Vilar","sequence":"first","affiliation":[{"name":"NOVA LINCS, NOVA School of Science and Technology, Universidade NOVA de Lisboa, Caparica, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-7080-5512","authenticated-orcid":false,"given":"Armanda","family":"Rodrigues","sequence":"additional","affiliation":[{"name":"NOVA LINCS, NOVA School of Science and Technology, Universidade NOVA de Lisboa, Caparica, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8704-6698","authenticated-orcid":false,"given":"Nuno","family":"Correia","sequence":"additional","affiliation":[{"name":"NOVA LINCS, NOVA School of Science and Technology, Universidade NOVA de Lisboa, Caparica, Portugal"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2024,12,10]]},"reference":[{"key":"e_1_3_2_2_2","doi-asserted-by":"publisher","DOI":"10.1162\/pres.1997.6.4.355"},{"key":"e_1_3_2_3_2","doi-asserted-by":"publisher","DOI":"10.1080\/10447310802205776"},{"key":"e_1_3_2_4_2","doi-asserted-by":"publisher","DOI":"10.1145\/3145534"},{"key":"e_1_3_2_5_2","doi-asserted-by":"publisher","DOI":"10.1201\/9781498710411"},{"key":"e_1_3_2_6_2","first-page":"406","article-title":"Augmented reality navigation system on android","volume":"6","author":"Chung C.","year":"2016","unstructured":"C. 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Applying interactive storytelling in cultural heritage: Opportunities, challenges and lessons learned. In Proceedings of the 11th International Conference on Interactive Digital Storytelling Interactive Storytelling, 603\u2013612.","journal-title":"Proceedings of the 11th International Conference on Interactive Digital Storytelling Interactive Storytelling"},{"key":"e_1_3_2_16_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-20609-7_53"},{"key":"e_1_3_2_17_2","first-page":"1","volume-title":"Journal on Computing and Cultural Heritage","author":"Lehto A.","year":"2020","unstructured":"A. Lehto, N. Luostarinen, and P. Kostia. 2020. Augmented reality gaming as a tool for subjectivizing visitor experience at cultural heritage locations\u2014Case lights on! 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