{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,30]],"date-time":"2026-04-30T18:22:26Z","timestamp":1777573346075,"version":"3.51.4"},"reference-count":20,"publisher":"SAGE Publications","issue":"2","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["EFI"],"published-print":{"date-parts":[[2023,6,15]]},"abstract":"<jats:p>Drawing on Kucher\u2019s (2021) framework on digital game-based learning (DGBL), this paper introduces the development of game-based scenarios in two culturally distinctive and salient heritage sites in Cyprus and Sweden, the Neolithic village of Choirokoitia and the Iron Age Ringfort of Sandby Borg. The aim was to implement Kucher\u2019s (2021) five proposed principles and digital storytelling as a framework for the development of game-based Augmented Reality (AR) scenarios to promote exploration, understanding, collaboration, and learning on culturally important sites and guide users in becoming acquainted with cultural artifacts that reflect on cultural values, practices, and norms of that era. Using a bottom-up approach in the design and development process, the two case studies were designed to promote interactive and immersive learning experiences entrenched in problem-solving activities, constructive evaluative feedback, and enact opportunities for flexibility in exploration. To achieve this goal, an introductory scene and three subsequent AR game-based scenarios were developed for Choirokoitia, and an introductory scene and three subsequent AR game-based scenarios for Sandby Borg.<\/jats:p>","DOI":"10.3233\/efi-230030","type":"journal-article","created":{"date-parts":[[2023,4,21]],"date-time":"2023-04-21T11:18:02Z","timestamp":1682075882000},"page":"187-201","source":"Crossref","is-referenced-by-count":1,"title":["Developing augmented reality applications to promote digital storytelling: The cases of Choirokoitia and Sandby Borg"],"prefix":"10.1177","volume":"39","author":[{"given":"Stella","family":"Hadjistassou","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Shaunna","family":"Joannidou","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Pedro","family":"Molina","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Petros","family":"Louca","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Ludvig","family":"Papmehl-Dufay","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","reference":[{"issue":"3","key":"10.3233\/EFI-230030_ref3","first-page":"43","article-title":"Finding that SPECIAL PLACE: Designing digital game-based learning environments","volume":"53","author":"An","year":"2009","journal-title":"TechTrends"},{"issue":"4","key":"10.3233\/EFI-230030_ref4","doi-asserted-by":"crossref","first-page":"73","DOI":"10.4018\/IJGBL.2017100104","article-title":"Examining the characteristics of digital learning games designed by in-service teachers","volume":"7","author":"An","year":"2017","journal-title":"International Journal of Game-Based Learning"},{"key":"10.3233\/EFI-230030_ref5","doi-asserted-by":"crossref","first-page":"185","DOI":"10.1016\/j.chb.2016.02.065","article-title":"Phishing threat avoidance behavior: An empirical investigation","volume":"60","author":"Arachchilage","year":"2016","journal-title":"Computers in Human Behavior"},{"issue":"4","key":"10.3233\/EFI-230030_ref6","doi-asserted-by":"crossref","first-page":"355","DOI":"10.1162\/pres.1997.6.4.355","article-title":"A survey of augmented reality","volume":"6","author":"Azuma","year":"1997","journal-title":"Presence"},{"key":"10.3233\/EFI-230030_ref7","doi-asserted-by":"crossref","unstructured":"Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., & Heiselt, C. (2007). The Quest Atlantis project: A socially-responsive play space for learning. In B.E. Shelton, & D. Wiley (Eds.), The Design and Use of Simulation Computer Games in Education, pp. 159-186. Brill Sense.","DOI":"10.1163\/9789087903121_011"},{"key":"10.3233\/EFI-230030_ref8","doi-asserted-by":"crossref","first-page":"177","DOI":"10.1016\/j.culher.2019.03.014","article-title":"Design and implementation of augmented reality application for rock art visualization in Cova dels Cavalls (Spain)","volume":"29","author":"Blanco-Pons","year":"2019","journal-title":"Journal of Cultural Heritage"},{"key":"10.3233\/EFI-230030_ref9","doi-asserted-by":"crossref","unstructured":"Bratitsis, T. (2022). Cultural heritage redesigned through digital storytelling. In S. Papadakis, & A. Kapaniaris (Eds.), The Digital Folklore of Cyberculture and Digital Humanities, pp. 296-311.","DOI":"10.4018\/978-1-6684-4461-0.ch016"},{"key":"10.3233\/EFI-230030_ref10","unstructured":"Bull, G., & Kajder, S. (2004). Learning and leading with technology, 32(4), 46-49."},{"key":"10.3233\/EFI-230030_ref11","doi-asserted-by":"crossref","unstructured":"Egan, K. (1988). Teaching as story telling. Canadian Journal of Education, 13(3), 452-454.","DOI":"10.2307\/1494927"},{"key":"10.3233\/EFI-230030_ref12","first-page":"5","article-title":"Learning by design: Good video games as learning machines","volume":"2","author":"Gee","year":"2005","journal-title":"E-Learning"},{"key":"10.3233\/EFI-230030_ref13","doi-asserted-by":"crossref","unstructured":"Hadjistassou, S.K., & Molka-Danielsen, J. (2016). Designing alien mysteries in Chatterdale: An instructor\u2019s perspective. In D. Russell, & J. Laffey (Ed.), Handbook of Research on Gaming Trends in P-12 Education, pp. 222-236.","DOI":"10.4018\/978-1-4666-9629-7.ch011"},{"issue":"5","key":"10.3233\/EFI-230030_ref14","doi-asserted-by":"crossref","first-page":"618","DOI":"10.1080\/02614367.2019.1604790","article-title":"Augmented Reality Smart Glasses (ARSG) visitor adoption in cultural tourism","volume":"38","author":"Han","year":"2019","journal-title":"Leisure Studies"},{"issue":"2","key":"10.3233\/EFI-230030_ref15","doi-asserted-by":"crossref","first-page":"1","DOI":"10.4018\/ijgbl.2011040101","article-title":"Leveraging mobile games for place-based language learning","volume":"1","author":"Holden","year":"2011","journal-title":"International Journal of Game-based Learning"},{"key":"10.3233\/EFI-230030_ref16","doi-asserted-by":"crossref","first-page":"173","DOI":"10.1111\/j.1468-2885.2006.00267.x","article-title":"Civic engagement from a communication infrastructure perspective","volume":"26","author":"Kim","year":"2006","journal-title":"Communication Theory"},{"issue":"2","key":"10.3233\/EFI-230030_ref17","doi-asserted-by":"crossref","first-page":"213","DOI":"10.46328\/ijtes.190","article-title":"Principles and best practices of designing digital game-based learning environments","volume":"5","author":"Kucher","year":"2021","journal-title":"International Journal of Technology in Education and Science (IJTES)"},{"key":"10.3233\/EFI-230030_ref18","doi-asserted-by":"crossref","first-page":"193744","DOI":"10.1109\/ACCESS.2020.3032379","article-title":"Multisensory Augmented Reality in cultural heritage: Impact of different stimuli on presence, enjoyment, knowledge and value of experience","volume":"8","author":"Marto","year":"2020","journal-title":"IEEE Access"},{"key":"10.3233\/EFI-230030_ref20","doi-asserted-by":"crossref","unstructured":"Paolini, P., Di Blas, N. (2014). Storytelling for cultural heritage. In A. Contin, P. Paolini, R. Salerno (Eds.), Innovative Technologies in Urban Mapping, pp. 33-48. Springer, Series: SxI \u2013 Springer for Innovation.","DOI":"10.1007\/978-3-319-03798-1_4"},{"key":"10.3233\/EFI-230030_ref21","first-page":"1193","article-title":"Digital storytelling in cultural heritage: Audience engagement in the interactive documentary New Life","volume":"13","author":"Podara","year":"2021","journal-title":"Sustainability 2021"},{"key":"10.3233\/EFI-230030_ref23","doi-asserted-by":"crossref","first-page":"12","DOI":"10.1016\/j.culher.2018.07.016","article-title":"Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki","volume":"36","author":"Psomadaki","year":"2019","journal-title":"Journal of Cultural Heritage"},{"key":"10.3233\/EFI-230030_ref24","doi-asserted-by":"crossref","first-page":"354","DOI":"10.11591\/ijeecs.v21.i1.pp354-359","article-title":"The impact of user involvement in software development process","volume":"21","author":"Saif","year":"2021","journal-title":"Indonesian Journal of Electrical Engineering and Computer Science"}],"container-title":["Education for Information"],"original-title":[],"link":[{"URL":"https:\/\/content.iospress.com\/download?id=10.3233\/EFI-230030","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,4,28]],"date-time":"2026-04-28T19:19:20Z","timestamp":1777403960000},"score":1,"resource":{"primary":{"URL":"https:\/\/journals.sagepub.com\/doi\/full\/10.3233\/EFI-230030"}},"subtitle":[],"editor":[{"given":"Koraljka","family":"Golub","sequence":"additional","affiliation":[],"role":[{"role":"editor","vocabulary":"crossref"}]},{"given":"Giovanni","family":"Colavizza","sequence":"additional","affiliation":[],"role":[{"role":"editor","vocabulary":"crossref"}]},{"given":"Ahmad M.","family":"Kamal","sequence":"additional","affiliation":[],"role":[{"role":"editor","vocabulary":"crossref"}]},{"given":"Tobias","family":"Blanke","sequence":"additional","affiliation":[],"role":[{"role":"editor","vocabulary":"crossref"}]}],"short-title":[],"issued":{"date-parts":[[2023,6,15]]},"references-count":20,"journal-issue":{"issue":"2"},"URL":"https:\/\/doi.org\/10.3233\/efi-230030","relation":{},"ISSN":["0167-8329","1875-8649"],"issn-type":[{"value":"0167-8329","type":"print"},{"value":"1875-8649","type":"electronic"}],"subject":[],"published":{"date-parts":[[2023,6,15]]}}}