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Evaluation of the Design Effectiveness of Real-Space Gamified Interaction in Historic Spaces: A Case Study of Qinghui Garden

  • Weiqiong Li
  • , Sirui Hu
  • , Tian Tian Lo
  • , Xiangmin Guo (Corresponding Author)

Research output: Journal article publicationJournal articleAcademic researchpeer-review

Abstract

With the rise in cultural tourism, visitors’ demand for historical and cultural experiences has grown, prompting historical architecture not only to focus on physical preservation but also to offer more intuitive, engaging, and interactive experiences. This study proposes a design method for real-space gamified interactive experiences through mobile applications in historical environments. Qinghui Garden, one of the Four Famous Lingnan Gardens, is used as a case study. A total of 54 visitors participated in an on-site field experiment, with data collected through pre- and post-experience questionnaires, behavioral tracking, and supplementary semi-structured interviews. Through a comparative experiment with three groups of visitors—free exploration, traditional guided tours, and real-space gamified interactive experiences—it was found that the gamified interactive method demonstrated superior clarity and reliability in its technology. Visitor cognitive performance and subjective satisfaction increased by approximately 62.5%, and the gamified interaction effectively guided the spatial flow and interaction behaviors with specific spaces. These findings provide new insights into the design of real-space gamified interactive experiences in historical spaces, contributing significantly to the preservation and cognition of cultural heritage.
Original languageEnglish
Article number3258
JournalSustainability 2026
Volume18
Issue number7
DOIs
Publication statusPublished - 26 Mar 2026

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 7 - Affordable and Clean Energy
    SDG 7 Affordable and Clean Energy

Keywords

  • Qinghui Garden
  • experience design
  • experience evaluation
  • historical architecture spaces
  • real-space gamified interaction

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Geography, Planning and Development
  • Renewable Energy, Sustainability and the Environment
  • Environmental Science (miscellaneous)
  • Energy Engineering and Power Technology
  • Hardware and Architecture
  • Computer Networks and Communications
  • Management, Monitoring, Policy and Law

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