Gamification in museums: systematic review of scientific literature on educational initiatives based on video games and their impact on cultural learning (2004-2024)
Descripción del Articulo
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...
| Autores: | , , |
|---|---|
| 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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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. |
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2026 |
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2026-05-28 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
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https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235 10.26439/contratexto2026.n45.8235 |
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https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235 |
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10.26439/contratexto2026.n45.8235 |
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spa |
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spa |
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https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8388 https://revistas.ulima.edu.pe/index.php/contratexto/article/view/8235/8389 |
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https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
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https://creativecommons.org/licenses/by/4.0 |
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openAccess |
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application/pdf text/html |
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Universidad de Lima. Facultad de Comunicación |
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Universidad de Lima. Facultad de Comunicación |
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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 instacron:ULIMA |
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Revistas - Universidad de Lima |
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1868353867696046080 |
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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 |
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13.411838 |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).