Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)

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In recent decades, gamification has emerged as an innovative strategy to enhance museum educational engagement. This study presents a systematic literature review analyzing research published between 2004 and 2024 in the Scopus and Web of Science databases, aimed at examining how gamification has be...

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Autores: González-Liendo, Julio, Paredes-Otero, Guillermo, Gregori, Rubén
Formato: artículo
Fecha de Publicación:2026
Institución:Universidad de Lima
Repositorio:Revistas - Universidad de Lima
Lenguaje:español
OAI Identifier:oai:ojs.pkp.sfu.ca:article/8235
Enlace del recurso:https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235
Nivel de acceso:acceso abierto
Materia:videojuegos
educación
museos
gamificación
educomunicación
Videogames
educatión
museums
gamification
educommunication
educação
museus
gamificação
educomunicação
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network_name_str Revistas - Universidad de Lima
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dc.title.none.fl_str_mv Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
Gamificação em museus: revisão sistemática da literatura científica sobre iniciativas educativas baseadas em videogames e seu impacto na aprendizagem cultural (2004-2024)
Gamificación en museos: revisión sistemática de la literatura científica sobre iniciativas educativas basadas en videojuegos y su impacto en el aprendizaje cultural (2004-2024)
title Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
spellingShingle Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
González-Liendo, Julio
videojuegos
educación
museos
gamificación
educomunicación
Videogames
educatión
museums
gamification
educommunication
Videogames
educação
museus
gamificação
educomunicação
title_short Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
title_full Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
title_fullStr Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
title_full_unstemmed Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
title_sort Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
dc.creator.none.fl_str_mv González-Liendo, Julio
Paredes-Otero, Guillermo
Gregori, Rubén
González-Liendo, Julio
Paredes-Otero, Guillermo
Gregori, Rubén
González-Liendo, Julio
Paredes-Otero, Guillermo
Gregori, Rubén
author González-Liendo, Julio
author_facet González-Liendo, Julio
Paredes-Otero, Guillermo
Gregori, Rubén
author_role author
author2 Paredes-Otero, Guillermo
Gregori, Rubén
author2_role author
author
dc.subject.none.fl_str_mv videojuegos
educación
museos
gamificación
educomunicación
Videogames
educatión
museums
gamification
educommunication
Videogames
educação
museus
gamificação
educomunicação
topic videojuegos
educación
museos
gamificación
educomunicación
Videogames
educatión
museums
gamification
educommunication
Videogames
educação
museus
gamificação
educomunicação
description In recent decades, gamification has emerged as an innovative strategy to enhance museum educational engagement. This study presents a systematic literature review analyzing research published between 2004 and 2024 in the Scopus and Web of Science databases, aimed at examining how gamification has been addressed in museum contexts and what its main characteristics, methodological approaches, and reported effects on cultural learning are. The focus is on museum-based educational initiatives supported by gamification tools. Findings show that game-inspired principles foster motivation, engagement, and learning among visitors, strengthening their relationship with cultural heritage. The review also identifies emerging trends in the design of gamified strategies that integrate dynamics, mechanics, and game components, adapted to both technological and non-technological contexts. At the same time, it highlights persistent barriers, such as perceptions of technological dependence and the limited adoption in smaller museums. We conclude that, while gamification positively impacts the museum learning experience, further interdisciplinary collaboration and the development of sustainable, evidence-based practices are needed to maximize its potential.
publishDate 2026
dc.date.none.fl_str_mv 2026-05-28
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235
10.26439/contratexto2026.n45.8235
url https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235
identifier_str_mv 10.26439/contratexto2026.n45.8235
dc.language.none.fl_str_mv spa
language spa
dc.relation.none.fl_str_mv https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8388
https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8389
dc.rights.none.fl_str_mv https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
text/html
dc.publisher.none.fl_str_mv Universidad de Lima. Facultad de Comunicación
publisher.none.fl_str_mv Universidad de Lima. Facultad de Comunicación
dc.source.none.fl_str_mv Contratexto; No. 45 (2026); 173-195
Contratexto; Núm. 45 (2026); 173-195
Contratexto; n. 45 (2026); 173-195
1993-4904
1025-9945
10.26439/contratexto2026.n45
reponame:Revistas - Universidad de Lima
instname:Universidad de Lima
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instname_str Universidad de Lima
instacron_str ULIMA
institution ULIMA
reponame_str Revistas - Universidad de Lima
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repository.mail.fl_str_mv
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spelling Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)Gamificação em museus: revisão sistemática da literatura científica sobre iniciativas educativas baseadas em videogames e seu impacto na aprendizagem cultural (2004-2024)Gamificación en museos: revisión sistemática de la literatura científica sobre iniciativas educativas basadas en videojuegos y su impacto en el aprendizaje cultural (2004-2024)González-Liendo, JulioParedes-Otero, GuillermoGregori, RubénGonzález-Liendo, JulioParedes-Otero, GuillermoGregori, RubénGonzález-Liendo, JulioParedes-Otero, GuillermoGregori, RubénvideojuegoseducaciónmuseosgamificacióneducomunicaciónVideogameseducatiónmuseumsgamificationeducommunicationVideogameseducaçãomuseusgamificaçãoeducomunicaçãoIn recent decades, gamification has emerged as an innovative strategy to enhance museum educational engagement. This study presents a systematic literature review analyzing research published between 2004 and 2024 in the Scopus and Web of Science databases, aimed at examining how gamification has been addressed in museum contexts and what its main characteristics, methodological approaches, and reported effects on cultural learning are. The focus is on museum-based educational initiatives supported by gamification tools. Findings show that game-inspired principles foster motivation, engagement, and learning among visitors, strengthening their relationship with cultural heritage. The review also identifies emerging trends in the design of gamified strategies that integrate dynamics, mechanics, and game components, adapted to both technological and non-technological contexts. At the same time, it highlights persistent barriers, such as perceptions of technological dependence and the limited adoption in smaller museums. We conclude that, while gamification positively impacts the museum learning experience, further interdisciplinary collaboration and the development of sustainable, evidence-based practices are needed to maximize its potential.En las últimas décadas, la gamificación ha emergido como una estrategia innovadora para potenciar la interacción educativa en museos. Este estudio presenta una revisión sistemática que analiza investigaciones publicadas entre 2004 y 2024 en las bases de datos Scopus y Web of Science, con el objetivo de examinar cómo se ha abordado la gamificación en contextos museísticos y cuáles son sus principales características, enfoques y efectos sobre el aprendizaje cultural. Los resultados destacan cómo los principios lúdicos facilitan la motivación, la fidelización y el aprendizaje de los visitantes, y fortalecen su conexión con el patrimonio cultural. Además, se identifican tendencias en el diseño de estrategias gamificadas que combinan dinámicas, mecánicas y componentes del juego, adaptadas a contextos tecnológicos y no tecnológicos. La revisión también revela barreras comunes, como la percepción de dependencia tecnológica y la limitada implementación de estas estrategias en museos de menor escala. Concluimos que, aunque la gamificación en museos muestra un impacto positivo en la experiencia educativa, persiste la necesidad de una mayor interdisciplinariedad y del desarrollo de prácticas sostenibles basadas en evidencia para maximizar su potencial.Nas últimas décadas, a gamificação emergiu como uma estratégia inovadora para fortalecer o engajamento educativo em museus. Este estudo apresenta uma revisão sistemática da literatura que examina estudos publicados entre 2004 e 2024 nas bases de dados Scopus e Web of Science, com o objetivo de analisar como a gamificação tem sido abordada em contextos museológicos e quais são suas principais características, enfoques metodológicos e efeitos na aprendizagem cultural, com ênfase em iniciativas educativas museológicas apoiadas por ferramentas de gamificação. Os resultados demonstram que os princípios do jogo favorecem a motivação, o envolvimento e a aprendizagem dos visitantes, ampliando sua conexão com o patrimônio cultural. A revisão também identifica tendências no desenvolvimento de estratégias gamificadas que combinam dinâmicas, mecânicas e elementos de jogo, ajustados a contextos tecnológicos e não tecnológicos. Por outro lado, revela barreiras recorrentes, como a percepção de dependência tecnológica e a adoção restrita em museus de menor porte. Concluímos que, embora a gamificação tenha um impacto positivo na experiência educativa, ainda há necessidade de maior interdisciplinaridade e de desenvolver práticas sustentáveis e baseadas em evidências para maximizar seu potencial.Universidad de Lima. Facultad de Comunicación2026-05-28info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdftext/htmlhttps://revistas.ulima.edu.pe/index.php/contratexto/article/view/823510.26439/contratexto2026.n45.8235Contratexto; No. 45 (2026); 173-195Contratexto; Núm. 45 (2026); 173-195Contratexto; n. 45 (2026); 173-1951993-49041025-994510.26439/contratexto2026.n45reponame:Revistas - Universidad de Limainstname:Universidad de Limainstacron:ULIMAspahttps://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8388https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8389https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessoai:ojs.pkp.sfu.ca:article/82352026-05-28T12:16:50Z
score 13.411838
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