This thesis investigates the potential of gamification, digital storytelling, and digital technologies as tools for supporting children’s engagement with archaeological heritage in museum contexts. Focusing on children aged six to ten, the research explores how game mechanics, narrative structures, and child-centered design can contribute to making complex archaeological content more accessible, participatory, and meaningful for younger audiences. The thesis first examines the historical transformation of museums, highlighting their evolution from object-centered and primarily observational institutions to more interactive, hybrid, and visitor-centered environments. It then establishes a theoretical framework for gamification, distinguishing it from serious games and analyzing its main components, including rewards, feedback, progression systems, challenges, and avatars. Particular attention is also given to psychological and educational theories, such as Self-Determination Theory, intrinsic and extrinsic motivation, curiosity, cognitive load, and the educational value of play in childhood. Building on this theoretical foundation, the core of the thesis is the design of Echoes of Stones, a gamified museum pathway conceived for the Museo della Riserva Naturale Incisioni Rupestri di Ceto, Cimbergo e Paspardo. The project aims to transform the museum visit into an interactive, narrative-driven, and participatory experience. Through augmented reality, 2D animated storytelling, avatar-based identification, missions, badges, progression systems, and character-based interactions inspired by the rock engravings, children are invited to become active participants in the reconstruction of fragmented cultural memories. Rather than introducing technology as an isolated element of innovation, the project explores how gamification and digital storytelling can function as tools of cultural mediation. The proposed pathway seeks not only to increase engagement, but also to foster observation, interpretation, emotional involvement, and learning through play. Ultimately, the thesis argues that gamified and narrative-based approaches can support new forms of interaction between young visitors and archaeological heritage, contributing to more meaningful, accessible, and participatory museum experiences.

A Gamified Archaeological Pathway for Children

BETTIOL, MARTINA
2025/2026

Abstract

This thesis investigates the potential of gamification, digital storytelling, and digital technologies as tools for supporting children’s engagement with archaeological heritage in museum contexts. Focusing on children aged six to ten, the research explores how game mechanics, narrative structures, and child-centered design can contribute to making complex archaeological content more accessible, participatory, and meaningful for younger audiences. The thesis first examines the historical transformation of museums, highlighting their evolution from object-centered and primarily observational institutions to more interactive, hybrid, and visitor-centered environments. It then establishes a theoretical framework for gamification, distinguishing it from serious games and analyzing its main components, including rewards, feedback, progression systems, challenges, and avatars. Particular attention is also given to psychological and educational theories, such as Self-Determination Theory, intrinsic and extrinsic motivation, curiosity, cognitive load, and the educational value of play in childhood. Building on this theoretical foundation, the core of the thesis is the design of Echoes of Stones, a gamified museum pathway conceived for the Museo della Riserva Naturale Incisioni Rupestri di Ceto, Cimbergo e Paspardo. The project aims to transform the museum visit into an interactive, narrative-driven, and participatory experience. Through augmented reality, 2D animated storytelling, avatar-based identification, missions, badges, progression systems, and character-based interactions inspired by the rock engravings, children are invited to become active participants in the reconstruction of fragmented cultural memories. Rather than introducing technology as an isolated element of innovation, the project explores how gamification and digital storytelling can function as tools of cultural mediation. The proposed pathway seeks not only to increase engagement, but also to foster observation, interpretation, emotional involvement, and learning through play. Ultimately, the thesis argues that gamified and narrative-based approaches can support new forms of interaction between young visitors and archaeological heritage, contributing to more meaningful, accessible, and participatory museum experiences.
2025
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14247/29787