GAMIFIED HISTORIC BUILDING INFORMATION MODELING (G-HBIM) EXPERIENCE: A COMPARATIVE ANALYSIS

Document Type : Articles and research extracted from theses

Authors

1 Department of Architectural Engineering, University of Sharjah, UAE Department of Architecture, The Higher Institute of Engineering- Elshorouk City

2 Department of Architecture, Faculty of Fine Arts, Helwan University, Cairo, Egypt

3 Department of Architecture, Faculty of Fine Arts, Helwan University

10.47436/jaars.2023.332640

Abstract

This paper presents a comparative analysis of four case studies that used gamification t o  educate people about cultural heritage, specifically through Gamified Historic Building Information Modeling (G-HBIM). The main goal of the case studies was to raise awareness among users of all ages, genders, and expertise levels regarding heritage/history. Edutainment, training, and virtual tourism were common themes. The paper analyzes and compares the different techniques and game engines used the types of information presented, and the usability/memorability of the games. The Octalysis framework of gamification was used to evaluate the games, with core drives 3, 5, and 7 being the most used. The paper suggests that future GHBIM experiments and case studies should consider using all core drives, including 1, 4, 6, and 8, and notes that there is potential to "heritigize" these drives for cultural heritage purposes. The paper concludes that gamification can be an effective tool for learning architectural cultural heritage, and that GHBIM guidelines could be developed from the case studies analyzed.

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