Designing a Context-Aware Gamification Framework for Tourist Experience in the Historical Urban Fabric of Hamedan

Document Type : Original Article

Authors

1 Ph.D. Student, Department of Urban Planning, Faculty of Art and Architecture, University of Kurdistan, Sanandaj, Iran.

2 Professor, Department of Urban Planning, Faculty of Art and Architecture, University of Kurdistan, Sanandaj, Iran.

3 Associate Professor, Department of Urban Planning,, Faculty of Architecture and Urban Planning, Iran University of Art, Tehran, Iran.

10.22124/upk.2026.31281.2050

Abstract

Introduction: In recent years, the challenges facing historical urban fabrics—such as cultural degradation, infrastructure pressure, and declining visitor experiences—have prompted the search for innovative approaches to urban tourism management. Gamification, as an emerging design strategy grounded in game elements (e.g., mission, reward, storytelling, challenge), offers significant potential to enrich tourist experience, increase engagement, and promote sustainable behaviors. However, many existing frameworks in tourism gamification are overly abstract, technology-driven, and insufficiently responsive to the socio-cultural and spatial complexities of historic urban contexts, particularly in the Global South. This study aims to design a localized conceptual model for integrating gamification into the sustainable management of urban tourism, with a particular focus on the historical core of Hamedan, Iran. By combining quantitative, qualitative, and expert consensus methods, the research develops a context-sensitive framework that bridges digital technologies, user motivation, spatial experience, and soft governance.
Methodology: The study employed a sequential exploratory mixed-methods design in four integrated phases:

Quantitative Survey (n=384): A structured questionnaire assessed tourists’ and locals’ perceptions of five core dimensions of gamified experience (spatial design, motivational mechanisms, storytelling, urban design, and emotional experience). Data were analyzed using descriptive statistics and Kruskal-Wallis tests to identify perceptual patterns among local residents, domestic tourists, and international tourists.
Qualitative Interviews: Semi-structured interviews with five experts in urban design, tourism, and interactive technologies were thematically analyzed to deepen understanding and enrich the framework. 
Delphi Process: A three-round Delphi method with selected experts was used to validate and refine the proposed conceptual model. Iterative feedback led to the inclusion of institutional prerequisites and contextual constraints.
Data Integration & Modeling: A comparative and conceptual synthesis of all data sources produced a multi-layered model structured around causal, contextual, mediating, and outcome-oriented factors. 
Results: Quantitative Phase:

All five dimensions received relatively positive mean scores across all groups (>3.5), indicating a shared favorable attitude toward gamified tourism.
No statistically significant differences were found among the three groups (p > 0.05), though slight variations suggest nuanced perceptual differences.
International tourists placed greater emphasis on narrative and spatial clarity, while residents emphasized functional concerns and local relevance.

Qualitative Phase:

Thematic analysis yielded seven core components, categorized across causal, mediating, contextual, and outcome dimensions:
Causal: Local engagement, narrative immersion

Mediating: Gamified design, smart management, contextual constraints, institutional readiness
Outcome: Experience economy, place attachment, cultural continuity



Core Category: The integration of "interactive and motivational experience within a framework of soft governance" emerged as the central concept of the model, connecting cultural storytelling, participatory design, and digital tools.
Delphi Validation:

Expert feedback led to refinements in the model structure and highlighted institutional capacity, inter-organizational collaboration, and technological feasibility as critical enabling factors.

Discussion: The framework aligns with Self-Determination Theory (Ryan & Deci, 2000), Experience Economy (Pine & Gilmore, 1999), and soft urban governance models, offering a hybrid perspective that addresses both user experience and policy implications. Moreover, the model offers actionable insights for urban policy-makers seeking to align tourism development with heritage preservation and community empowerment.
Conclusion:This research offers a localized conceptual framework for gamifying sustainable urban tourism in historical contexts. The model bridges theory and practice by integrating motivation, narrative design, smart technologies, and participatory governance. Key contributions include:

A multi-layered model contextualized in a Global South city
A process-oriented methodology combining empirical data and expert consensus
Insights into balancing technological innovation with cultural authenticity and institutional feasibility

Rather than serving merely as a layer of entertainment, gamification is reconceptualized here as a strategic instrument for mobilizing visitor engagement, fostering local empowerment, and promoting the long-term sustainability of urban heritage systems.

Keywords

Main Subjects


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