Abstract

Location-based games (LBGs) are an effective tool to enhance engagement in cultural heritage experiences. Especially for digital natives (i.e., Generation Z), LBGs are a new way to experience cultural heritage. However, combining the heterogeneous experiences of cultural heritage and gaming without losing control of the game is a challenge for LBG development. This qualitative study proposes a model for combining cultural heritage experiences and gaming in LBGs based on the experiences of Generation Z. Fifteen research participants were asked to play-test the LBG Jungdong Milseo, and the findings were derived through the methodology of the constructivist grounded theory. The study focused on two research questions: “How can the heterogeneous experiences of cultural heritage and gaming be combined in LBG?” and “How does Generation Z perceive cultural heritage experiences through LBG?” The findings revealed that Generation Z wanted LBGs to include historical and cultural information that can only be experienced through games. This study, which combines cultural heritage experiences and games in LBG based on the experiences of Generation Z, proposes a model centered on the elements of site-based play, loose story, and mutually pervasive environment, and is expected to serve as a practical guide for LBG development.

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