No. Special Issue 1 (2026): The Mechanics of Gaming
Articles

Beyond the Game. Towards a Methodological Model for Applied Games in Heritage Representation

Alessandro Luigini
Free University of Bozen-Bolzano

Published 2026-09-29

Keywords

  • Applied games,
  • Heritage representation,
  • Design methodology,
  • Scientific validation,
  • Game design

How to Cite

Luigini, A. (2026). Beyond the Game. Towards a Methodological Model for Applied Games in Heritage Representation. TRIBELON Journal of Drawing and Representation of Architecture, Landscape and Environment, (Special Issue 1), 24–35. https://doi.org/10.36253/tribelon-3991

Abstract

In Stalker, Andrei Tarkovsky’s 1979 metaphysical masterpiece, the forbidden territory known as the “Zone” does not present itself to the gaze as a space to be observed or described, but rather as an environment to be traversed, in which access, visibility and meaning are governed by conditions that reveal themselves only through experience. Knowledge does not coincide with the representation of space, but emerges progressively through movement, time and the thresholds that regulate its traversal. It is from this idea of space as a regulated experience, rather than as an image to be reproduced, that a reflection takes shape on the role of interactive digital environments and games applied to the representation of cultural heritage, in which form and material characteristics are not autonomous givens, but are subordinated to the experience that renders them meaningful. Within the contemporary debate on the representation of cultural heritage, the growing diffusion of interactive digital environments and game-based devices calls for reflection on the design of visibility, experience and knowledge. Applied games—increasingly used in educational, museum and territorial contexts—cannot be understood simply as a technological evolution or merely as a communication strategy: they call into question representation itself as a critical practice and as a tool for the construction of meaning. On this basis, the contribution considers applied games as a field of investigation through which to examine three interrelated issues: 1) representation as a design act; 2) the definition of a transferable methodological framework; and 3) scientific validation as an integral component of the design process. The argument combines a review of the state of the art, a longitudinal analysis of experiments developed over approximately a decade, and a cross-cutting analysis of workflows and recurring design principles, with the aim of providing a validated and replicable theoretical and methodological framework.

References

  1. C. C. Abt, Serious Games, Viking Press, New York 1970.
  2. E. Adams, J. Dormans, Game mechanics. Advanced game design, New Riders, Berkeley 2012.
  3. W. Almeida, F. Luz, M. Gonçalves, I. Nunes, M. M. Fonseca, Cultural games creation: An applied game jam model, in «Proceedings of the European Conference on Games-Based Learning», 19 (1), 2025, pp. 19–28.
  4. E. F. Anderson, L. McLoughlin, F. Liarokapis, C. Peters, P. Petridis, S. de Freitas, Developing serious games for cultural heritage: A stateof-the-art review, in «Virtual Reality», 14 (4), 2010, pp. 255–275.
  5. R. Andreoli, A. Corolla, A. Faggiano, D. Malandrino, D. Pirozzi, M. Ranaldi, G. Santangelo, V. Scarano, A framework to design, develop, and evaluate immersive and collaborative serious games in cultural heritage, in «Journal on Computing and Cultural Heritage», 11 (1), 2018, Article 4, pp. 1–22.
  6. N. Avouris, N. Yiannoutsou, A review of mobile location-based games for learning across physical and virtual spaces, in «Journal of Universal Computer Science», 18 (15), 2012, pp. 2120–2142.
  7. F. Bellotti, B. Kapralos, K. Lee, P. Moreno-Ger, R. Berta, Assessment in and of serious games: An overview, in «Advances in Human-Computer Interaction», 2013, Article ID 136864.
  8. P. C. Blumenfeld, E. Soloway, R. W. Marx, J. S. Krajcik, M. Guzdial, A. Palincsar, Motivating project-based learning: Sustaining the doing,
  9. supporting the learning, in «Educational Psychologist», 26 (3–4), 1991, pp. 369–398.
  10. E. Champion, Critical gaming. Interactive history and virtual heritage, Routledge, London–New York 2016.
  11. Council of Europe, Framework Convention on the Value of Cultural Heritage for Society, CETS No. 199, Faro 2005.
  12. B. DaCosta, C. Kinsell, Serious games in cultural heritage: A review of practices and considerations in the design of location-based games, in «Education Sciences», 13 (1), 2023, Article 47.
  13. H. Denard (a cura di), The London Charter for the Computer-based Visualisation of Cultural Heritage, versione 2.1, King’s College London, London 2009.
  14. A. de Souza e Silva, D. M. Sutko (a cura di), Digital cityscapes. Merging digital and urban playspaces, Peter Lang, New York 2009.
  15. S. Deterding, D. Dixon, R. Khaled, L. Nacke, From game design elements to gamefulness: Defining “gamification”, in Proceedings of
  16. the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, ACM, New York 2011, pp. 9–15.
  17. N. Di Blas, P. Paolini, P. Mishra, S. Sawaya, Distributed TPACK: Going beyond knowledge in the head, in M. Searson, M. Ochoa (a cura di), Proceedings of the Society for Information Technology & Teacher Education International Conference 2014, AACE, Chesapeake 2014, pp. 2464–2472.
  18. T. Fullerton, Game design workshop. A playcentric approach to creating innovative games, 2ª ed., Morgan Kaufmann, Burlington 2008.
  19. H. Jenkins, Game design as narrative architecture, in N. Wardrip-Fruin, P. Harrigan (a cura di), First person. New media as story, performance, and game, MIT Press, Cambridge (MA) 2004, pp. 118–130.
  20. J. S. Krajcik, P. C. Blumenfeld, Project-based learning, in R. K. Sawyer (a cura di), The Cambridge handbook of the learning sciences, Cambridge University Press, New York 2006, pp. 317–334.
  21. P. Lévy, Il virtuale, Raffaello Cortina Editore, Milano 1997.
  22. A. Luigini, Paesaggio naturale, paesaggio culturale. Serious game immersivi e partecipativi per l’educazione al patrimonio, in «Paesaggio Urbano», 3, 2019, pp. 78–85.
  23. A. Luigini, Immersive serious games for heritage education in the pandemic era, in C. Casonato, B. Bonfantini (a cura di), Cultural heritage education in the everyday landscape, Springer, Cham 2022, pp. 215–226.
  24. A. Luigini, M. Parricchi, A. Basso, D. Basso, Immersive and participatory serious games for heritage education, applied to the cultural heritage of South Tyrol, in «Interaction Design and Architecture(s)», 43, 2019, pp. 42–67.
  25. I. S. Mayer, Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games, in «Procedia Computer Science», 15, 2012, pp. 233–247.
  26. P. Mishra, M. J. Koehler, Technological pedagogical content knowledge: A framework for teacher knowledge, in «Teachers College Record», 108 (6), 2006, pp. 1017–1054.
  27. M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, P. Petridis, Learning cultural heritage by serious games, in «Journal of Cultural Heritage», 15 (3), 2014, pp. 318–325.
  28. M. Nitsche, Video game spaces. Image, play, and structure in 3D worlds, MIT Press, Cambridge (MA) 2008.
  29. K. Salen, E. Zimmerman, Rules of play. Game design fundamentals, MIT Press, Cambridge (MA) 2003.
  30. R. Schmidt, K. Emmerich, B. Schmidt, Applied games – In search of a new definition, in K. Chorianopoulos, M. Divitini, J. Baalsrud
  31. Hauge, L. Jaccheri, R. Malaka (a cura di), Entertainment Computing – ICEC 2015, Lecture Notes in Computer Science, 9353, Springer, Cham 2015, pp. 100–111.
  32. L. Smith, Uses of Heritage, Routledge, London–New York 2006.
  33. D. E. Stokes, Pasteur’s quadrant. Basic science and technological innovation, Brookings Institution Press, Washington D.C. 1997.
  34. H. Y. Sun, M. E. Al Hafis Hashim, Designing serious games for cultural heritage: A framework grounded in critical and experiential theories, in «International Journal of Creative Multimedia», 6 (2), 2025, pp. 137–164.
  35. A. Tarkovskij, Stalker, Mosfilm, Mosca 1979.