Gamification techniques in tourism, application test, Casa Mosquera Museum

  • Felipe Borrero Universidad del Cauca, Popayán
  • Pablo Cesar Sanjuán Muñoz Universidad del Cauca, Popayán
  • Gustavo Ramírez González Universidad del Cauca, Popayán
Keywords: Gamification, serious game, museum, Android, tourism.


Information and communications technology [ICT] used in the tourism sector is a topic of a great actuality; its capability of adding interactive elements is promoting new environment training in museums and their renewal. This article presents an experience using a serious game developed for Mosquera House Museum. The application, at pilot level during Holy Week 2015, showed the positive effects and gave some lessons for future developments: this type of application encourages learning and reception of information by museum visitors; tourists recommend using this kind of application, both for other museums and for historic places in the city; a limitation is the reduced amount of people that can interact with the application, as there is no wi-fi in the facilities of the House Museum, preventing more use by interested users and reading of the QR labels; it is recommended to have the application in an apps store to facilitate its installation. The application received a great welcome from museum personnel and visitors. It energized the visit and improved it, turning it into an interactive experience; these applications can revolutionize the tourism industry by introducing more scenarios, because these are so striking for visitors. The modern world and the current technological environment are ideal for the evolution of applications of gamification techniques, in tourism and in other aspects of everyday life. Games are a technological experience that can be striking for the whole audience and motivate visitors to recommend places that they visit, based on their good experience that represents a renewal of the environment through this kind of technological application. 


Download data is not yet available.

Author Biographies

Felipe Borrero, Universidad del Cauca, Popayán

Student of Electronic Engineering and Telecommunications at the Universidad del Cauca, currently developing his degree work, where he applies gamification techniques in the development of serious games. Member of the IEEE Student Branch of the Universidad del Cauca. His main areas of interest are: mobile and web development, entrepreneurship, digital marketing, agile development methodologies (SCRUM), gamification techniques, design and development of video games and everything related to ICT.

Pablo Cesar Sanjuán Muñoz, Universidad del Cauca, Popayán

Student of Electronic Engineering and Telecommunications at the Universidad del Cauca, currently developing his degree work, where he applies gamification techniques in the development of serious games. Member of IEEE Student Branch of the Universidad del Cauca (President). Interested in mobile and web development, digital marketing, agile development methodologies (SCRUM), gamification techniques, design and development of video games and entrepreneurship.

Gustavo Ramírez González, Universidad del Cauca, Popayán

Engineer in Electronics and Telecommunications (2001) and Master in Telematics Engineering (2006) from the Universidad del Cauca in Colombia. Received his Ph.D. in Telematics Engineering at the Carlos III University in Spain (2010). Currently, he is a professor and researcher at the Department of Telematics at the University of Cauca. He has participated in national and international projects in Colombia and Spain. His areas of interest are mobile computing, ubiquitous computing, mobile learning and advanced telecommunications services.


Aguirrezabal, P., Peral, R., Pérez, A., & Sillaurren, S. (2014, April). Designing history learning games for museums: an alternative approach for visitors' engagement. In Proceedings of the 2014 Virtual Reality International Conference (p.6). New York, NY: ACM.

Amriani, A., Aji, A. F., Utomo, A. Y., & Junus, K. M. (2013, October). An empirical study of gamification impact on e-Learning environment. In Computer Science and Network Technology (ICCSNT), 2013 3rd International Conference on (pp. 265-269). IEEE.

Bonilla, J. (2013). Nuevas tendencias del turismo y las tecnologías de información y las comunicaciones. Turismo y Sociedad, 14, 33-45.

Bouca, M. (2012). Mobile communication, gamification and ludification. In Proceeding of the 16th International Academic MindTrek Conference (pp. 295-301). New York, NY: ACM.

Carroll, J. M., Hoffman, B., Han, K., & Rosson, M. B. (2015). Reviving community networks: hyperlocality and suprathresholding in Web 2.0 designs. Personal and Ubiquitous Computing, 19(2), 477-491.

Minazzi, R. (2015). Social media marketing in tourism and hospitality. Cham, Switzerland: Springer International Publishing.

Carter, M., Downs, J., Nansen, B., Harrop, M., & Gibbs, M. (2014, October). Paradigms of games research in HCI: a review of 10 years of research at CHI. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (pp. 27-36). New York, NY: ACM.

De los Ríos, S., Cabrera-Umpiérrez, M. F., Arredondo, M. T., Páramo, M., Baranski, B., Meis, J., & Del Mar Villafranca, M. (2014). Using augmented reality and social media in mobile applications to engage people on cultural sites. In Lecture Notes in Computer Science: Vol. 8514. Universal Access in Human-Computer Interaction (pp.662-672). Cham, Switzerland: Springer International Publishing.

de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014, March). A systematic mapping on gamification applied to education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216-222). New York, NY: ACM.

Favorskaya, M., Sharma, D., Jain, L. C., & Howlett, R. J. (2015). Advances in smart, multimedia and computer gaming technologies. In Intelligent Systems Reference Library: Vol. 84. Fusion of smart, multimedia and computer gaming technologies (pp. 1-6). Cham, Switzerland: Springer International Publishing.

Garcia-Cabot, A., de-Marcos, L., & Garcia-Lopez, E. (2015). An empirical study on m-learning adaptation: Learning performance and learning contexts. Computers & Education, 82, 450-459.

Giessen, H. W. (2015). Serious games effects: an overview. Procedia-Social and Behavioral Sciences, 174, 2240-2244.

Groh, F. (2012). Gamification: State of the art definition and utilization. In Proceedings of the 4th Seminar on Research Trends in Media Informatics RTMI 2012, (pp.39-46). Ulm, Germany: Ulm University.

Han, D. I., Jung, T., & Gibson, A. (2013). Dublin AR: implementing augmented reality in tourism. In Information and Communication Technologies in Tourism 2014 (pp. 511-523). Cham, Switzerland: Springer International Publishing.

Herbert, B., Charles, D., Moore, A., & Charles, T. (2014, October). An Investigation of Gamification Typologies for Enhancing Learner Motivation. In Interactive Technologies and Games (iTAG), 2014 International Conference on (pp. 71-78). IEEE.

Weber, J. (2014). Gaming and gamification in tourism: 10 ways to make tourism more playful. Best practice report. Digital Tourism Think Tank. Retrieved from:

Kim, B. (2015). Gamification in Education and Libraries. Library Technology Reports, 51(2), 20-28.

Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2015). Psychological theory and the gamification of learning. In Gamification in education and business (pp. 165-186). Cham, Switzerland: Springer International Publishing.

Ma, M., Oikonomou, A., & Jain, L. C. (2011). Innovations in serious games for future learning. In Serious games and edutainment applications (pp. 3-7). London, UK: Springer-Verlag.

Manero, B., Torrente, J., Serrano, Á., & Fernández-Manjón, B. (2015). Are serious games working as expected? In Emerging issues in smart learning (pp. 89-96). Berlin-Heidelberg: Springer.

Melero, J., Hernández-Leo, D., & Manatunga, K. (2015). Group-based mobile learning: Do group size and sharing mobile devices matter? Computers in Human Behavior, 44, 377-385.

Minucciani, V. & Garnero, G. (2013). Available and implementable technologies for virtual tourism: a prototypal station project. In Computational Science and Its Applications–ICCSA 2013 (pp. 193-204). Berlin-Heidelberg: Springer.

Oja, M., & Riekki, J. (2012, January). Ubiquitous framework for creating and evaluating persuasive applications and games. In Grid and Pervasive Computing Workshops (pp. 133-140). Berlin-Heidelberg: Springer.

Pace, R. & Dipace, A. (2015). Game-based learning and lifelong learning for tourist operators. In Cultural tourism in a digital Era. First International Conference IACuDiT, Athens, 2014 (pp. 185-199). Cham, Switzerland: Springer International Publishing.

Perez-Valle, A., Aguirrezabal, P., & Sillaurren, S. (2014). Playhist: play and learn history. Learning with a historical game vs an interactive film. In Digital heritage. Progress in cultural heritage: documentation, preservation, and protection (pp. 546-554). Cham, Switzerland: Springer International Publishing.

Ramírez, G.A., Chantre, Á.R., & Delgado, C. (2014). Modelación lógica conceptual de un sistema tecnológico de trazabilidad turística. Ingeniería y Competitividad, 16(1), 83-95.

Sarmenta, L. F. (2012). Tangible and casual NFC-Enabled mobile games. In Pervasive Computing (pp. 361-369). Berlin-Heidelberg: Springer.

Seiffert, J., & Nothhaft, H. (2015). The missing media: The procedural rhetoric of computer games. Public Relations Review, 41(2), 254-263.
Sisarica, A., & Maiden, N. (2013). An emerging model of creative game-based learning. In Serious games development and applications (pp. 254-259). Berlin-Heidelberg: Springer.

Stock, O., Kuflik, T., Zancanaro, M., Goren-Bar, D., Gorfinkel, A., Jbara, S., ... & Kashtan, N. (2014). Design and evaluation of a visitor guide in an active museum. In Language, culture, computation. Computing of the humanities, law, and narratives (pp. 47-71). Berlin-Heidelberg: Springer.

Su, C. H., & Cheng, C. H. (2013). A mobile game-based insect learning system for improving the learning achievements. Procedia-Social and Behavioral Sciences, 103, 42-50.

Tang, J., & Qiu, C. (2015). Research on motivation, experience, satisfaction and behavioral intention of museum tourism: a case of Macau Museum. In Tourism and hospitality development between China and EU (pp. 137-153). Berlin-Heidelberg: Springer.

Unesco (2009). Las procesiones de Semana Santa de Popayán [on-line]. Retrieved from:

Vásquez, C. (1991). Mosquera, Tomas Cipriano de. En C. Calderón [Ed.], Gran enciclopedia de Colombia - Biografías. Bogotá, Colombia: Círculo de Lectores. Disponible en

Xu, F., Weber, J., & Buhalis, D. (2013). Gamification in tourism. In Information and communication technologies in tourism 2014 (pp. 525-537). Cham, Switzerland: Springer International Publishing.
Original Research