Review Article

Technological Tools for Knowledge Apprehension and Promotion in the Cultural and Heritage Tourism Sector: Systematic Literature Review

Table 1

Study characterization.

Authors, yearTechnology typeType of developmentDescriptionCountryScenario

Widarti et al. [7]GamificationMobile applicationDevelopment of an exploration game to promote the patrimonial knowledge of a series of temples with the use of mechanisms and game dynamics for the process of knowledge apprehension.IndonesiaHeritage tourism

Annansingh & Bright [29]e-LearningModules on web platformUse of e-Learning in the ICT training process for employees of a national natural park and evaluation of its acceptance.United KingdomEmployee training

Sigala [30]e-LearningCollaborative e-Learning modelGeoportals as e-Learning tools for tourism education integrating geovisualization and geocollaboration.N/ATraining in tourism

Kidi et al. [8]GamificationMobile applicationDesign of an educational game focused on providing knowledge on Indonesian culture through a series of gamification techniques.IndonesiaCulture education

Hoffman [31]e-LearningModules on web platform/3D displayDevelopment of didactic tools in e-Learning 3D exhibition mechanics for use in a technological museum as an educational component for students during their visit.Czech RepublicInteractive museum

Fermoso et al. [32]e-LearningMobile applicationDevelopment of an application to serve as a guide for tourists around cultural heritage and a collaborative e-Learning tool between institutions.SpainCultural tourism

Negrusa et al. [33]GamificationMobile applicationIdentification of gamification techniques and the use of mobile applications in sustainable tourism.N/ASustainable tourism

Sigala [25]GamificationMobile applicationStudy on gamification elements that can be integrated into tourism marketing and their effects on tourist behavior.N/ATourism marketing

Királová [4]GamificationMobile applicationAnalysis of how gamification can be used as a tool in tourism marketing.N/ATourism marketing

Kachniewska [5]GamificationMobile and online applicationApplication of gamification principles and the connection with social networks as tools for the promotion of tourism through mobile applications in a young population.PolandTourism marketing

Xu et al. [34]GamificationMobile and online applicationGamification as a tool used for tourism marketing and as an option to improve the tourist experience.ChinaTourism marketing and user experience

Mesaros et al. [6]GamificationMobile application with augmented realityApplication development that combines principles of gamification and augmented reality to create a virtual tour of a historical site and learn from it.SlovakiaCultural and heritage tourism

Skinner et al. [17]GamificationMobile application with geocachingStudy on the implications of gamification and geocaching as practices with good benefits for the tourism sector, with emphasis on the younger generations.N/AUser experience

Madlberger et al. [27]GamificationAdvergameAnalysis on the use of advergames within the promotion of destinations and experiences and on the behavior within the tourism sector.AustriaTourism marketing

Lee [35]GamificationMobile applicationUse of a gamification application in order to analyze the psychological behavior of users around learning and travel experience.South KoreaCultural and heritage tourism

Barreal et al. [26]Gamification/e-LearningWeb platform/simulatorDevelopment of a gamification tool for its integration within the training process of students in the tourism sector, developing a simulation of the context to be applied.SpainTraining in tourism

Alves et al. [36]GamificationGRS model architectureDevelopment of a model for the improvement of group recommendation systems (GRS) using gamification techniques and intelligent agents in tourism.N/AUser experience

Aguiar-Castillo et al. [37]GamificationMobile applicationDevelopment of an application to study the acceptance of gamification as a complementary learning strategy in face-to-face classes in the educational environment.SpainEducation

Chan et al. [38]e-LearningWeb platform/simulatorUse of gamification tools for the development of an e-Learning strategy focused on virtually mediated urban tourism education.N/ATraining in tourism

Souza et al. [39]GamificationMobile applicationStudy of gamification as a tool for sustainable tourism as an activity linked to the fulfillment of the SDGs.N/ASustainable tourism

Bao et al. [40]GamificationMobile applicationDevelopment of a gamification application aimed at cultural and heritage tourism in order to enhance the experience and learning of associated concepts, through immersive tools.ChinaCultural tourism

Pageh & Permana [18]e-LearningWeb platformUse of a collaborative platform of knowledge on aspects of culture and heritage tourism for the training of students in tourism.ThailandCultural and heritage tourism

Bahtiar et al. [41]GamificationMobile applicationDevelopment of a gamified mobile application that focuses on the transmission of knowledge and enhances the experience in rural tourism.IndonesiaRural tourism

Liberato et al. [28]GamificationMobile applicationProposal of an application with the use of games for the promotion of cultural and heritage knowledge around tourism derived from wine and gastronomy.PortugalCultural tourism

Zorrilla et al. [24]e-LearningModules on web platformAnalysis of the use of gamification tools for e-Learning processes as dynamic alternatives for student training.N/AEducation

Kim et al. [23]GamificationMobile applicationStudy of the impact of two gamification functions of an application as a tool for the analysis of the psychological responses of tourists in an open environment (corn maze).South KoreaUser experience