Gamification in Architecture: The Future Interface in Design as an
Incentive to Participatory Democracy
Daniele Battista
1a
, Liliana Cecere
2b
, Francesco Colace
2c
, Caterina Gabriella Guida
3d
,
Angelo Lorussso
2e
and Domenico Santaniello
4f
1
DiSAMIS, University of Salerno, Fisciano (SA), Italy
2
DIIn, University of Salerno, Fisciano (SA), Italy
3
DICiv, University of Salerno, Fisciano (SA), Italy
4
{dbattista, lcecere, fcolace, caguida, alorusso, dsantaniello}@unisa.it
Keywords: ICT, Gamification, HBIM, Virtual Reality, Social Inclusion, Education.
Abstract: The research illustrates an innovative approach to urban planning by using a collaborative digital platform
that encourages involvement and interaction between citizens, technicians and administrators. Leveraging the
proposed digital platform, the citizen becomes a promoter of urban renewal, triggering processes of inclusion,
participation and civic engagement. The study focuses on the use of BIM (Building Information Modeling)
as a base model that becomes the setting for a desktop gaming platform: it determines a virtual three-
dimensional (3D) interactive environment, based on a desktop application, for the training of citizens and
their collaboration for the creation of new design ideas, as well as for proposals for the refunctionalization of
existing buildings. In this way, the ultimate user becomes itself designer, creator of an intervention, thinking
about spaces and hypothesizing different functions. It is thus strengthened the role of active participation of
citizens and governance of the territory of the P.A., which becomes a subject able to manage contributions of
different nature, with a view to co-design and co-production of services. Furthermore, the successful
integration of HBIM (Heritage Building Information Modeling) and the application opens the way to new
applications of involvement, learning and interactive training, which require a detailed and reality-based built
environment as a context in which to act.
1 INTRODUCTION
The diffusion of ICT among households, which has
increased in recent years, appears to be held back by
the persistence of material and immaterial factors of
exclusion, demonstrating how there is often no
correspondence between the digital opportunities
offered and actual use(Yun, 2023). While in the
creation of knowledge and its application and
diffusion many of the monitored indicators show
improvements, in Italy it seems that the overall
participation of citizens remains at a relatively low
level and, in general, the objectives of eParticipation
a
https://orcid.org/0009-0005-8418-8374
b
https://orcid.org/0009-0007-2824-7565
c
https://orcid.org/0000-0003-2798-5834
d
https://orcid.org/0000-0002-9330-0680
e
https://orcid.org/0000-0002-0831-5694
f
https://orcid.org/0000-0002-5783-1847
are not fully achieved, continuing to lag behind the
average of E.U. countries. Among ICT applications,
eGovernment represents an opportunity to increase
public administration efficiency and improve
relations with citizens(Casillo, Cecere, Colace,
Lorusso, et al., 2024). Technology takes on
extraordinary potential, becoming an enabling tool
for the construction of policies and practices of social
inclusion and development, in line with the principle
of user-centeredness recalled in the European and
national guidelines for the development of ICT in
Public Administration (objectives of the Three-Year
Plan, based on the indications emerging from the new
Battista, D., Cecere, L., Colace, F., Guida, C. G., Lorussso, A. and Santaniello, D.
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy.
DOI: 10.5220/0013474900003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 801-811
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
801
European programming 2021-2027, on the principles
of the eGovernment Action Plan 2016-2020 and on
the actions provided by the Tallinn eGovernment
Declaration (2017-2021), whose indicators measure
the level of digitization throughout the E.U.). The
idea of "shared administration" involves the
interaction of various actors and collaboration
between institutions and citizens. In this context, the
role of public communication becomes crucial, both
as a tool to promote listening to citizens and solicit
new ideas and proposals, and as a way to raise
awareness of the value of the resources belonging to
the community and the importance of citizen
participation in its realization.
To overcome participation problems, many
governments have turned to social media and social
networking tools, with three potential communication
strategies: representation, citizen engagement and
networking with the public. The networking approach
emphasizes a dialogue, while engagement invites co-
production of content without necessarily involving
contributors in the dialogue(Battista & Uva, 2023).
Several initiatives have led to the creation of
eParticipation platforms, enabling digital
participation online via ICT technologies. Various
examples in recent years have demonstrated the
potential of digital technologies to facilitate social
inclusion and urban regeneration processes. Through
collaborative digital platforms, we have gone from
simple sharing of information between citizens and
P.A. to the birth of co-design processes of services,
up to forms of self-organization. These include Easy
Vocal System (Evs), i.e. tools for vocal navigation of
sites, to make the portals of public administrations
more accessible and usable; Public Participation Gis
(Ppgis), i.e. tools that use methods such as Gis
(Geographic Information Systems) technology for
participative decision making; Knowledge
Management tools to collect, organize and distribute
knowledge to those who need it, at the time and in the
context in which it is required; decision support
solutions. The use of collaborative digital platforms
in the perspective of a shared administration has
already experimented in the case of the Miramp
project in Turin (Kang et al., 2022), born in the wake
of a pilot experience, Crowdmapping Mirafiori Sud,
whose main purpose was to determine whether the
use of ICT, in particular the method of participatory
mapping (crowdmap), could generate and support
processes of social inclusion (Sethi, 2017). Even
though these solutions have been introduced, citizen
participation remains at a low level, so eParticipation
objectives have not been fully met. One of the main
reasons identified, why initiatives to date have not
achieved sufficient participation, is the problem of the
digital divide and social exclusion (Sethi, 2017).
Local governments mostly stick to representation,
applying "push strategies" to provide one-way
information. There is a substantial immaturity of web
strategies, which are not modulated on citizens'
empowerment needs. Few studies investigate real
interaction with stakeholders, especially through the
experience of quieter voices, recognized as a key
advantage in online crowdsourcing approaches in
participatory design, and even fewer focus on how
content type influences user engagement(Brabham,
2009). Governments have not yet been able to
effectively use data inferred from social media as
crowdsourcing tools, replace traditional data
collection, rigger funding mechanisms, particularly in
"bottom-up" initiatives, and new forms of citizen-led
urban regeneration (Seltzer & Mahmoudi, 2013;
Stiver et al., 2015). The present research aims to
explore this potential critically.
To engage citizens and encourage digital learning,
there are several examples of learning based on 3D
gaming environments, often web-based to overcome
problems with hardware devices available to
individuals, widely recognized for their value in
learning and training (Cook et al., 2012; González &
Blanco, 2008). In the area of Engineering and
Architecture, some studies rely on the use of 3D
design technology such as Google Sketchup or
Building Information Modeling (BIM) and different
applications of ICT for the dissemination of cultural
heritage (Casillo et al., 2023; Edwards et al., 2015;
Sylaiou & Papaioannou, 2019; Tommasi, 2021;
Wojciechowski et al., 2004). However, the
outstanding challenge remains in building a realistic
and detailed large-scale setting in the 3D game
engine. This is dictated by limitations due to most 3D
game engines, not being designed to create
architectural buildings with complex shapes and rich
detail, and by interoperability issues between various
3D design software and traditional game
engines(Casillo et al., 2022). Today, these limitations
are overcome thanks to advances in data
interoperability in BIM modeling software and the
new development of Web3D technology: thus, the
conditions are in place to import an existing 3D
design, and hence a Heritage Building Information
Modeling (HBIM), to create a complex and realistic
building environment for an immersive virtual
experience(Casillo, Colace, Gaeta, Lorusso, et al.,
2024; Chen et al., 2017; Guida et al., 2021; Matos et
al., 2022). Despite the development of BIM
applications, the use of the three-dimensional model
to create 3D interactive computer games is still an
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
802
unexplored field. Existing research on BIM-based
computer games is based on the application of stand-
alone games to be installed on the user's computer,
although an approach that leverages Web browsers is
preferred to allow greater inclusion and sharing.
2 LITERATURE REVIEW
In a span of four decades, video games have not only
surpassed but also outperformed traditional forms of
mass media, such as television and film, emerging as
the preferred vehicle for delivering immersive
experiences(Casillo, Cecere, Colace, Lombardi, et
al., 2024; Della Greca et al., 2024). Parallel to the
expansion of the video game market, a growing
interest has emerged in the potential use of these tools
as educational media. The market for serious games,
valued at $2.5 billion in 2015, has more than doubled
by 2020, indicating a growth trend that portends
further development in the future (Shipley & Utz,
2012). This significant increase in the market testifies
to the growing interest of the entire industry in this
mode of learning, suggesting a shift in the educational
approach.
In the analysis conducted by the authors
(Pasqualotto et al., 2023), the "challenges" related to
the use of video games as educational tools are
highlighted. The need to design serious games
capable not only of arousing players' initial interest in
the subject matter, but also of maintaining that
interest over time, thus ensuring effective learning, is
emphasized. In addition, the importance of engaging
gameplay, closely related to the educational content,
is reiterated in order to prevent the game experience
from becoming monotonous, while at the same time
being able to effectively convey the acquired notions
outside the playful environment. Designing an
engaging and motivating serious game requires in-
depth knowledge of the topics covered, pedagogy and
game design dynamics, often involving synergistic
collaboration between experts from different
disciplines (Lazarinis et al., 2022). The main
difficulties in implementing a serious game relate
primarily to the combination and balance between the
playful elements and the educational content.
Scholars in the field suggest that this integration can
take place through two distinct approaches: an
endogenous approach, which incorporates the
educational content into the structure and rules of the
game, making the gameplay itself a learning tool; and
an exogenous approach, which involves a separation
between educational content and gameplay,
indicating that the game simply serves as a vehicle for
the transmission of the topics (Roumana et al., 2022).
The entire body of literature on the topics of
"serious gaming" and "gamification" is unambiguous
in emphasizing the need to develop new ways of
transmitting information and acquiring skills, making
them more interactive and engaging. Unlike
traditional learning environments, serious games
place the emphasis on the learner, whether used in
formal education or in more specific contexts such as
vocational training, military training or situations
where real simulations are impractical due to time or
logistical issues. In addition, a working group
presented a game app developed in Unity using 3D
models of a Greek temple and a Roman statue. It
shows that learning about cultural heritage through
gaming, especially in Virtual Reality, is more
engaging and realistic than traditional methods. The
application has potential for educational use in
various contexts and can be expanded with other
digital assets (Lazarinis et al., 2022).
In particular, serious games applied to cultural
heritage preservation stand out for their crucial role in
promoting interest in historic monuments and sites. In
a context in which these assets are threatened by
various factors, such as natural disasters, aging,
climate change, and urban development, it has
become a priority international goal to preserve
interest in these places not only among those who
hold decision-making responsibilities at the territorial
level, but especially among new generations, who are
destined to inherit these assets. Community
involvement, particularly of young people, can be
fostered through 3D technologies and, in particular,
games based on virtual or augmented reality.
Augmented reality, by facilitating a special
interaction between user and environment, emerges
as a particularly effective tool for narrating not only
the physical environment, but also the intangible
heritage of a place (Cantone et al., 2023).
An illustrative case study concerns the creation of
a serious game using virtual reality and Global
Positioning System (GPS), based on the concept of a
"treasure hunt," designed to explore the
Archaeological Park of Pompeii (Clarizia et al.,
2022). In this game, users are guided to explore the
actual site to locate points of interest (POIs) and
discover its historical anecdotes and key features. The
game's educational-oriented design involved experts
in the field in selecting routes and identifying the
most relevant POIs, incorporating short descriptions
within the game to effectively convey key
information about the visited site.
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy
803
Of course, the choice of the most suitable game
interface depends on the specific objectives and target
audience. In one specific example (Petridis et al.,
2021), the authors developed a web app rather than a
serious game, designed as an inexpensive and easily
customizable alternative for teachers. Through this
web interface, teachers can upload a background
image, which serves as the main game area, and
identify on it a series of points of interest (POIs)
associated with text descriptions, photographs, video
clips, external links, questions, and quizzes. Defining
these POIs and adding related material allows
teachers to set scores for various activities and set a
minimum score to pass the tests. A practical example
illustrated in the article concerns the ancient Greek
city of Amphipolis, in which the graphical interface
recalls elements of ancient Greece, the cursor is
represented by Pegasus, and pop-ups with ancient
philosophers present the teaching materials uploaded
by teachers for each POI. Students, after acquiring the
necessary knowledge, must answer questions, each
associated with a different score based on difficulty;
having reached the minimum required score, they
receive a virtual certificate of completion.
The "Smarter Household" project implemented an
energy monitoring system in 19 social houses in the
United Kingdom by connecting users to tablet
devices. A serious game was used to raise residents'
awareness of energy consumption and promote
efficient behaviors. Preliminary results show the
potential benefit of participants applying the lessons
from the game to their daily activities.
A particular case of a serious game focused on
cultural heritage preservation is the game
"Architectural Jewels of Lublin," presented in a
specific article . This game combines physical and
digital space in an intriguing way, incorporating
advanced computer technologies. It is a board game
enriched with computer elements, developed to
promote the history of the city of Lublin and increase
players' knowledge of architectural monuments. In
the course of the game, two players compete by
placing 3D printed models of the monuments on the
Old Town map, answering questions about the city's
history. The educational goal is pursued through the
correct placement of objects on the board, which
trigger educational questions or provide detailed
descriptions in case of error. A study conducted on a
sample of 98 students showed that those who
participated in the game achieved an average level of
knowledge 80 percent higher than students not
involved. The project, "Gaming & Geography,"
focuses incece on integrating video games into
geography teaching by proposing a reflective analysis
model to facilitate the educational incorporation of
video games, demonstrating that students actively
participate in virtual geographic contexts and reflect
on them. The researchers support the use of the
model, pointing to a significant contribution to
considering video games as legitimate geographic
tools (Morawski & Wolff-Seidel, 2023).
Finally, the integration of gamification into the
sustainable design course at Chulalongkorn
University in Thailand explores how during a three-
year period, nine eco-game projects were tested,
revealing improved environmental and design
learning. However, effectiveness is affected by the
complexity of the game rules, the length of the testing
period and the students' concentration. The article
suggests that although gamification promotes playful
and design learning, further research is needed for full
systemic integration and to promote pro-
environmental behavior change. In addition to
introducing new educational approaches, serious
games are emerging as useful tools for stimulating
active citizen participation in decision-making
processes, especially in complex urban issues. These
games offer political representatives and urban
planners the opportunity to use innovative tools to
illustrate complex urban issues, facilitate
participation, and overcome power and trust barriers
between different stakeholders (Ampatzidou et al.,
2018). Due to their unquestionable application
potential, serious games can make citizens
participants in the decision-making process and
involved in shaping the interventions themselves.
In summary, reviewing the existing literature, it is
clear that digital technologies, with a particular
reference to serious games, are a valuable support for
triggering processes of confrontation and growth in a
variety of contexts.
3 THE FRAMEWORK OF THE
PLATFORM
The need to encourage the involvement of all groups
of citizens in the interventions of re-functionalization
and enhancement of the built abandoned heritage has
led to the birth of a new interactive platform. The goal
is to promote social inclusion through the training of
the citizen who, with his ideas, enters into the design
of the spaces of which he will be the final user. Digital
technologies significantly increase the access and
availability of participation. The platform is designed
to reach as many stakeholders as possible and involve
different citizens. The analysis of data from the Italian
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
804
National Institute of Statistics (ISTAT) on the
relationship between citizens and ICT shows how the
use of the Internet is growing strongly: young people
are confirmed as the most frequent users of the web,
but the spread is beginning to be significant also
among those aged 65-74, reaching 41.9%.
Nevertheless, it remains evident that 41.6% of users
have low digital skills. The European Parliament and
the European Council identify e-skills as one of the
eight key competencies for lifelong learning,
necessary for each citizen to succeed in the social
environment . To maximize social inclusion and
avoid the digital divide, the architecture of the
proposed solution foresees the involvement of
different social categories, avoiding limitations and
discrimination in contributing to the initiative,
whether it refers to the availability of technology,
their education or their resources. The platform will
be developed and optimized for different devices to
overcome the first barrier and thus include younger
citizens who do not own a P.C. The online channels
will work favorably towards the young, educated and
"technologically qualified" sector of the population.
With a clean and immediately understandable
interface, the platform includes online surveys and
social media frameworks such as a discussion forum
and commentary function. The result is a
communication tool that is no longer unidirectional
but rather bidirectional, providing a wide-ranging
communication between citizens and decision-
makers, obtaining a correct, unlimited and not a
fragmented flow of information (Rose & Sæbø,
2010). Users are rewarded through a score; each user
will reward one idea, determining a ranking based on
the most popular projects.
The framework has been implemented as a
Desktop application, on an experimental basis, using
the development tools offered by the Oculus and
Unity 3D environments. It was therefore modeled a
three-dimensional environment in which users could
move freely. As for the method of interaction with the
virtual world, it was chosen to use a controller based
on real-time hand tracking. The movements of hands
and fingers are recognized by special sensors present
on Oculus visors to interact with the virtual world.
BIM modeling is inserted into the virtual environment
as a container where users can make their design
choices. In addition, libraries of 3D objects are
prepared with which users can interact directly
through Hand Tracking controllers, offering the
possibility to position objects within the space freely.
Two main categories of users are part of the system:
expert users, who have the task of updating and
enriching the library of object families, both standard
and ad-hoc created for the specific intended use;
simple users, on the other hand, interact with the
virtual environment by making changes and
customizations. An external forum platform allows
all types of users to discuss design ideas. Any
feedback from the discussions will be given to expert
users who can then make changes to the design.
Therefore, the objective of this architecture is to
offer an integrated collaborative environment able to
put users in communication with the P.A. to develop
a project idea based on the real needs of the user who
will become the final user. It was also developed an
integration with the main social platforms to allow a
rapid sharing and dissemination of ideas and content.
To promote social inclusion and eliminate the digital
divide, the desktop application, with a user-friendly
interface to ensure clarity and ease of use regardless
of the level of education and personal skills, is
directly integrated with other social media for
immediate sharing of published projects. It has been
studied how the immediacy and simplicity of the
interfaces of social networking platforms, such as
Facebook and Instagram, has allowed people to
integrate these sites into their daily practices, showing
a significant contribution to public life (Kleinhans et
al., 2015; Rodríguez-Domínguez et al., 2011) both in
providing online information and for a better dialogue
with citizens. The application provides an online help
section at the start to illustrate functionality and how
to insert one's contributions. There are then three
successive levels of interaction:
3.1 Choice of Function
In this first level, it is possible to estimate between the
alternatives of new functions pre-viewed for the
recovery of public spaces, which held optimal from
the customer. To carry out a pondered choice,
selecting every possible function, a popup is opened
that allows to visualize an interactive map dialoguing
with the GIS (Geographic Information System)
platform, updated real-time, that helps to
individualize the location of such acts-activities on
the territory examined, with a ray of investigation up
to 10 Km. Confirmed the choice, the percentage of
consents for every available option will be visualized.
In addition to the hypothesized functions, there is the
option of free choice to suggest further functional
proposals that will be launched and, if necessary,
validated by officials of the P.A. designated to
pronounce on the suggested proposals.
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy
805
3.2 Table and Figures
The gamification section of architecture was set up to
involve a large segment of users to eliminate the
existing barriers between technical designers and
citizen end-users. Several previous studies,
examining both the history and possible future
scenarios of architectural design, showed that the
latter would likely incorporate the interactivity
achieved by gaming. Computers had brought about a
new way of visualizing designs, allowing them to be
viewed at different scales and with considerable
precision, but resulting in model presentations that
were just as "static" as those previously available.
This is because they did not allow for the kinds of
interactions with viewers provided by video games
(Meder et al., 2017). Thus, the concept of playfulness
in architectural design was born. According to
Pennington and Perlberg (SIGGRAPH 2014), this
takeover was based in part on the observation that the
boundaries between design and game technology
were becoming increasingly blurred, which was
similar to the blurring of boundaries between cinema
and games, a trend that has only increased, to achieve
freedom and interactivity. Another boon of
playfulness and interactive design is portability.
Design ideas can be easily transferred between
portable devices with interactive design tools, no
longer locked in a desktop computer. Portability
enables real-world freedom. Thus, an immersion in a
virtual reality develops, where the user can immerse
himself in a virtual, reality-based architecture, where
the design of a space will be fully realized and
"experienced" virtually before the intervention is
even realized. The design possibilities are endless,
from the insertion of surfaces and objects to the
choice of materials. Through the gamification of
architecture, the user becomes a designer to improve
a given project's usability, livability and longevity.
3.3 Forum
Finally, there is a space for reports, divided into three
macro-categories: Criticalities, suggestions and
promotions of positive initiatives to enhance the site.
This space will also allow the opening of honest
discussions to activate the involvement of the various
stakeholders.
4 CASE STUDY
The Cultural heritage can be an essential element to
base intercultural and interdisciplinary dialogue with
citizens. One of the ways to initiate such actions is
through participatory planning, which involves the
target audience from the earliest stages of a given
project. After more than fifty years of
experimentation, the themes of industrial archaeology
are still an unexplored field of research, increasingly
linked to the strategic management of territories. The
redevelopment of abandoned sites is a significant
aspect of current urban policies. In this perspective,
this research is framed, which intends to involve the
citizens of the municipality of Battipaglia (S.A.), Italy,
urging them to become protagonists and designers of
an example of industrial archaeology, the former
tobacco factory Farina. The complex of the former
tobacco factory Farina, founded in 1920 under the
direction of SAIS, Società Agricola Industriale
Salernitana, is now owned by the City of Battipaglia,
a town known for being one of the most productive
agricultural areas of the Sele Valley, of which it is also
the main industrial center.
Today the tobacco factory, indicated as a building
identity, both for its size and location, requires a
particularly complex and challenging reuse project.
The complex is a disused building shown as an
emergency, which characterizes the landscape and the
identity of Battipagliese. Its favorable position and
unquestionable historical-architectural interest make it
a potential "cultural container" flexible to new
productive destinations. It is necessary to imagine a
wide range of possible functions as far as uses are
concerned. However, the potential effects of some
functions in terms of increased demand for mobility
and especially for parking must be carefully evaluated.
Today the complex is composed of rectangular blocks
aligned and parallel to the road. The neglect and
abandonment have devastating effects, turning
memory elements into rubble. In the process of
administrative innovation undertaken by the public
administration, the increasing space given to the
participation of citizens in decision-making processes
has improved the quality of administrative action,
allowing a better understanding of the context and the
consequences of the various possible alternatives.
With this aim, the platform was born, totally web-
based, developed on three levels: "Choice of a
function", where the user can decide between different
possible functions, based on an analysis of related
activities on the territory, easily identifiable through
an interactive map based on GIS information updated
in real-time; "Create your project", where the user
becomes a designer, and finally the section "Forum",
to activate collaboration and debate. Among the
possible functions for the former tobacco factory, at
the moment, the functions of Library, Fair Pole,
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
806
Market and Film Set have been hypothesized. The
interactive map helps the user to orientate and to make
well-considered choices according to the different
needs. Among the proposed functions, 37% of the
users opted for the Fair Pole to promote a regeneration
process of the complex and the surrounding urban
context, focusing on enhancing and promoting local
products, preserving the heritage of biodiversity, as
well as the local agricultural products. An innovative
aspect is covered by the section that allows the user to
create his project, immersing himself in a three-
dimensional context in which to move. Through a
Scan-to-Bim procedure (Figure 1), starting from an
integrated survey through a synergic approach of
aerophotogrammetry methods and Simultaneous
Localization And Mapping (SLAM), an accurate
three-dimensional model has been generated,
corresponding to a Level of Accuracy 20 (LOA20).
Figure 1: The 3D point cloud to the BIM model is achieved
by importing the point cloud in .rcp format into Autodesk
Revit 2021 software.
This model, created using Autodesk Revit software,
was exported in the .FBX format and imported into
the Unity3D game engine, which through the .FBX
file format allows importing geometric properties,
textures and other materials from BIM models. For
the development of the game, in addition to the model
of the complex, other 3D objects were also loaded
into the platform to be imported into the 3D
environment
as
objects,
again
in
.FBX
format.
Thus,
Figure 2: Demo application.
Figure 3: 3D online game environment. On the left, the
building is obtained through the HBIM model import. On
the right, two design proposals are created by users through
the insertion of furniture elements imported by users and
appropriately positioned in the scene.
an online 3D game platform is generated, using the
HBIM model of the tobacco factory to create an
online interactive 3D training environment, in which
the citizen takes on the role of an architectural
designer, proposing interventions and creating real
spaces within the reality-based container model. The
goal was to create a virtual environment easily
customizable in every aspect, to encourage the
training and creativity of the individual user. The
various elements can be imported and positioned in
the scene, with the double possibility of placing
through coordinates (X, Y, Z) or directly through
"Drag and Drop" (Figure 2). The various imported
elements can be scaled and modified through the
properties menu. The project, once completed, can be
shared (Figure 3).
Finally, the "Forum" section allows you to make
reports, filtered by a back-office system for the
management of reports consistent with the
administrative workflow and quality standards
required of the P.A. In this way, consultation and
informed participation become tools available to
users to lead to policies that better understand the
community's needs and increase support and trust in
public institutions and their actions. Among the
problems reported, the most numerous involve
interventions that would lend themselves well to the
activation of participatory processes with a modest
budget: the presence of architectural barriers and the
presence of multiple abandoned or disused areas.
Among the positive realities, on the other hand, the
presence of areas used for the primary school located
near the site, large areas used for parking that meet
the needs of the inhabitants and the various initiatives
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy
807
developed before the pandemic in some of the blocks
used for recreational use were reported.
5 RESULTS AND VALIDATION
The case study's game environment underwent a
series of qualitative and quantitative verifications. In
fact, non-expert users tested the virtual environment,
not only to verify the effectiveness of the proposed
product and its various design proposals, but also to
assess the overall value of this type of proposal. The
validation phase consists of two distinct moments: the
first involves analyzing the results of the architectural
choices within the model to understand the proposal
for re-functionalizing the environment under study.
Subsequently, a second phase assesses the user's
experience, aiming to gather feedback and enhance
the product from the user's viewpoint. Thus, 34 users
were involved, who are part of the neighborhood of
the building under study, in order to gather
development evaluations of the neighborhood from
those who live in the neighborhood every day. From
the initial phase of the study, it became clear that the
proposal for a covered market area received the most
suggestions, as illustrated in figure 3. In fact, 27 out
of 34 users returned a setup within the virtual
environment that took into account various sales
points located within the tobacco factory, while only
5 out of 34 users proposed the setup of a library and
study area. Lastly, the remaining users suggested the
establishment of a restaurant, reception area, and
coworking space. Subsequently, questionnaires were
administered to the same users to verify the
effectiveness of the proposed game tool in order to
improve its appearance, functions, and purposes. The
initial part of the questionnaire aims to characterize
the user for statistical purposes. Below are the
questionnaire some responses appropriately collected
and grouped for better visualization. (Figure 4, 5 and
6).
Figure 4: How easy was the interaction with the platform?
Figure 5: How comfortable did you feel using the virtual
reality environment?
Figure 6: Do you think virtual reality adds value to the
process of democratic participation?
6 CONCLUSIONS
The experience shows how digital technologies are
valid support to activate confrontation mechanisms
that can feed and foster the development of an
administration open to dialogue, triggering processes
of inclusion, participation and civic engagement.
Moreover, the network allows citizens to become
familiar with the P.A. initiatives, eliminating the
barrier between decision-makers and users,
enhancing the new systems of listening and user
involvement in the perspective of building a renewed
urban governance. The interactive three-dimensional
(3D) virtual environment of the Tobacco Factory,
based on a desktop application, allows evaluating
how HBIM and gaming technology have now reached
a level of development that enables the creation of
virtual environments for learning and user interaction,
overcoming the limitations due to data
interoperability in the transition from BIM model to
Unity3D game engine. The integration of BIM
modeling with desktop viewers proves to be an
effective solution for all applications that require a
sufficiently accurate built environment as a context.
7
13
14
0 5 10 15
neither easy nor difficult
quite easy
very easy
Question 3.
4
2
3
9
16
0 5 10 15 20
neither comfortable…
not at all comfortable
not very comfortable
quite comfortable
very comfortable
Question 15.
17
10
2
5
0 5 10 15 20
adds a lot of value
neither adds nor takes…
takes away a lot of value
takes away value
Question 16.
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
808
By selecting the ap-propriate game engine and BIM
authoring tools, we created an immersive 3D BIM
learning environment.
In the future, it is planned to expand the prototype
realized on a Web platform, in particular by making
use of the new WebXR Device API standard. The
transition to a Web-based application would allow the
creation of a platform accessible to a much wider
audience and thus break down the barriers mentioned
earlier. This kind of technology would basically allow
anyone with a smartphone to access the virtual
environment and actively participate in developing a
project idea.
Implementing this environment prototype using
HBIM modeling to create a virtual game environment
has great potential in the AEC domain. For example,
a future perspective may be using proven Web 3D
technology to aid in training workers on construction
sites regarding safety measures. A further line of
development could concern the restoration sector,
allowing to act on the three-dimensional virtual
reality obtained starting from an ABIM
(Archaeological Building Information Modeling)
model and operate interventions on the model without
directly affecting the physical structure.
In the future of cultural heritage, extensive growth
is expected in the application of gamification and the
metaverse to engage audiences in innovative and
educational ways. A key area of development
involves the use of immersive experiences through
augmented reality (AR) and virtual reality (VR),
allowing visitors to explore historical or artistic
environments interactively. Metaverses offer the
opportunity to create digital versions of museums,
archaeological sites and historical places, making it
possible to take virtual tours, interact with objects and
learn in immersive ways. Interactive narrative
becomes a popular form of engagement, allowing
visitors to take on roles in historical scenarios, make
decisions and influence the development of the story.
Educational role-playing games are another
important aspect, allowing players to immerse them-
selves in specific historical eras and face challenges
related to the historical context. Gamification systems
that offer incentives and rewards, both virtual and
physical, motivate visitors to actively participate and
continue to interact with cultural content. Global
collaboration becomes possible through gamification
and metaverse projects that involve participants from
all over the world, facilitating the sharing of cultural
knowledge and different perspectives. Artificial
intelligence personalizes experiences based on visitor
preferences, ensuring optimized engagement.
Blockchain technology finds application in
guaranteeing the authenticity of digital cultural assets
and managing the ownership of works of art, creating
a safe and reliable environment for enthusiasts and
collectors. Furthermore, the integration of
sustainability principles in gamification and
metaverse pro-jects promotes eco-friendly practices
and raises awareness towards the conservation of
cultural and environmental heritage. These
innovations represent just some of the potential
ahead, underscoring how gamification and the
metaverse will continue to transform how we interact
with our cultural heritage.
REFERENCES
Ampatzidou, C., Gugerell, K., Constantinescu, T., Devisch,
O., Jauschneg, M., & Berger, M. (2018). All Work and
No Play? Facilitating Serious Games and Gamified
Applications in Participatory Urban Planning and
Governance. Urban Planning, 3(1), 34–46.
https://doi.org/10.17645/up.v3i1.1261
Battista, D., & Uva, G. (2023). Exploring the Legal
Regulation of Social Media in Europe: A Review of
Dynamics and Challenges—Current Trends and Future
Developments. Sustainability, 15(5), 4144.
https://doi.org/10.3390/su15054144
Brabham, D. C. (2009). Crowdsourcing the Public
Participation Process for Planning Projects. Planning
Theory, 8(3), 242–262.
https://doi.org/10.1177/1473095209104824
Cantone, A. A., Ercolino, M., Romano, M., & Vitiello, G.
(2023). Designing Virtual Interactive Objects to
Enhance Visitors’ Experience in Cultural Exhibits.
Proceedings of the 2nd International Conference of the
ACM Greek SIGCHI Chapter, 1–5.
https://doi.org/10.1145/3609987.3610110
Casillo, M., Cecere, L., Colace, F., Lombardi, M., Lorusso,
A., & Santoriello, A. (2024). Serious Gaming for
Cultural Heritage: The Case Study of the Domus of
Abellinum (pp. 203–214). https://doi.org/10.1007/978-
981-97-3305-7_16
Casillo, M., Cecere, L., Colace, F., Lorusso, A.,
Santaniello, D., & Valentino, C. (2023). Exhibition
spaces in the metaverse: a novel design approach. 2023
8th IEEE History of Electrotechnology Conference
(HISTELCON), 116–119.
https://doi.org/10.1109/HISTELCON56357.2023.1036
5847
Casillo, M., Cecere, L., Colace, F., Lorusso, A.,
Santaniello, D., & Valentino, C. (2024). Digital Twin
and Metaverse Supporting Smart Cities: New
Perspectives and Potentials (pp. 111–119).
https://doi.org/10.1007/978-981-99-8111-3_11
Casillo, M., Colace, F., Gaeta, R., Lorusso, A., Santaniello,
D., & Valentino, C. (2024). Revolutionizing cultural
heritage preservation: an innovative IoT-based
framework for protecting historical buildings.
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy
809
Evolutionary Intelligence.
https://doi.org/10.1007/s12065-024-00959-y
Casillo, M., Colace, F., Gupta, B. B., Lorusso, A.,
Marongiu, F., & Santaniello, D. (2022, November 20).
Blockchain and NFT: a novel approach to support BIM
and Architectural Design. 2022 International
Conference on Innovation and Intelligence for
Informatics, Computing, and Technologies (3ICT).
https://doi.org/10.1109/3ICT56508.2022.9990815
Chen, C.-J., Chen, S., Li, S., & Chiu, H. (2017). Green
BIM-based building energy performance analysis.
Computer-Aided Design and Applications, 14(5), 650–
660. https://doi.org/10.1080/16864360.2016.1273582
Clarizia, F., Colace, F., Santo, M. De, Lorusso, A.,
Marongiu, F., & Santaniello, D. (2022, September 20).
Augmented Reality and Gamification technics for visit
enhancement in archaeological parks. 2022 IEEE 2nd
IoT Vertical and Topical Summit for Tourism (IoTT).
https://doi.org/10.1109/IoTT56174.2022.9925901
Cook, N. F., McAloon, T., O’Neill, P., & Beggs, R. (2012).
Impact of a web based interactive simulation game
(PULSE) on nursing students’ experience and
performance in life support training A pilot study.
Nurse Education Today, 32(6), 714–720.
https://doi.org/10.1016/j.nedt.2011.09.013
Della Greca, A., Ilaria, A., Tucci, C., Frugieri, N., &
Tortora, G. (2024). A user study on the relationship
between empathy and facial-based emotion simulation
in Virtual Reality. Proceedings of the 2024
International Conference on Advanced Visual
Interfaces, 1–9.
https://doi.org/10.1145/3656650.3656691
Edwards, G., Li, H., & Wang, B. (2015). BIM based
collaborative and interactive design process using
computer game engine for general end-users.
Visualization in Engineering, 3(1), 4.
https://doi.org/10.1186/s40327-015-0018-2
González, C. S., & Blanco, F. (2008). Integrating an
educational 3D game in Moodle. Simulation & Gaming,
39(3), 399–413.
https://doi.org/10.1177/1046878108319585
Guida, C. G., di Filippo, A., & D’Agostino, P. (2021). Scan-
To-Bim Procedure for an Old Industrial Plant (pp.
1019–1026). https://doi.org/10.1007/978-3-030-75275-
0_112
Kang, D., Choi, H., & Nam, S. (2022). Learning Cultural
Spaces: A Collaborative Creation of a Virtual Art
Museum Using Roblox. International Journal of
Emerging Technologies in Learning (IJET), 17(22).
https://doi.org/10.3991/ijet.v17i22.33023
Kleinhans, R., Van Ham, M., & Evans-Cowley, J. (2015).
Using Social Media and Mobile Technologies to Foster
Engagement and Self-Organization in Participatory
Urban Planning and Neighbourhood Governance.
Planning Practice & Research, 30(3), 237–247.
https://doi.org/10.1080/02697459.2015.1051320
Lazarinis, F., Boididis, I., Kozanidis, L., & Kanellopoulos,
D. (2022). An adaptable multi-learner serious game for
learning cultural heritage. Advances in Mobile Learning
Educational Research, 2(1), 201–215.
https://doi.org/10.25082/AMLER.2022.01.004
Matos, R., Rodrigues, H., Costa, A., & Rodrigues, F.
(2022). Building Condition Indicators Analysis for
BIM-FM Integration. Archives of Computational
Methods in Engineering.
https://doi.org/10.1007/s11831-022-09719-6
Meder, M., Rapp, A., Plumbaum, T., & Hopfgartner, F.
(2017). Data-driven gamification design. Proceedings
of the 21st International Academic Mindtrek
Conference, 255–258.
https://doi.org/10.1145/3131085.3131116
Morawski, M., & Wolff-Seidel, S. (2023). Gaming &
Geography (Education): Gaming and Geography
(Educa-tion): A Model of Reflexive Analysis of Space
and Action in Video Games. European Journal of
Geography, 14(3), 1–19.
https://doi.org/10.48088/ejg.m.mor.14.3.001.019
Pasqualotto, A., Parong, J., Green, C. S., & Bavelier, D.
(2023). Video Game Design for Learning to Learn.
International Journal of Human–Computer Interaction,
39(11), 2211–2228.
https://doi.org/10.1080/10447318.2022.2110684
Petridis, P., Hussain, A., Wernham, G., Dunwell, I., Shukla,
A., Liu, S., Day, R., Iweka, O., Gaterell, M. R., Brown,
V. L., Adams, N., Van Der Horst, D., & Lameras, P.
(2021). The EN-Survival Game: An Environmental
Game for Residential Accommodation. In
Transforming Society and Organizations through
Gamification (pp. 87–106). Springer International
Publishing. https://doi.org/10.1007/978-3-030-68207-
1_6
Rodríguez-Domínguez, L., García Sánchez, I. M., &
Gallego Álvarez, I. (2011). From Emerging to
Connected E-Government: The Effects of
Socioeconomics and Internal Administration
Characteristics. The International Journal of Digital
Accounting Research, 11.
https://doi.org/10.4192/1577-8517-v11_5
Rose, J., & Sæbø, Ø. (2010). Designing Deliberation
Systems. The Information Society, 26(3), 228–240.
https://doi.org/10.1080/01972241003712298
Roumana, A., Georgopoulos, A., & Koutsoudis, A. (2022).
Developing an educational cultural heritage 3D puzzle
in a virtual reality environment. The International
Archives of the Photogrammetry, Remote Sensing and
Spatial Information Sciences, XLIII-B2-2022, 885–891.
https://doi.org/10.5194/isprs-archives-XLIII-B2-2022-
885-2022
Seltzer, E., & Mahmoudi, D. (2013). Citizen Participation,
Open Innovation, and Crowdsourcing. Journal of
Planning Literature, 28(1), 3–18.
https://doi.org/10.1177/0885412212469112
Sethi, R. J. (2017). Crowdsourcing the Verification of Fake
News and Alternative Facts. Proceedings of the 28th
ACM Conference on Hypertext and Social Media, 315–
316. https://doi.org/10.1145/3078714.3078746
Shipley, R., & Utz, S. (2012). Making it Count. Journal of
Planning Literature, 27(1), 22–42.
https://doi.org/10.1177/0885412211413133
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
810
Stiver, A., Barroca, L., Minocha, S., Richards, M., &
Roberts, D. (2015). Civic crowdfunding research:
Challenges, opportunities, and future agenda. New
Media & Society, 17(2), 249–271.
https://doi.org/10.1177/1461444814558914
Sylaiou, S., & Papaioannou, G. (2019). ICT in the
Promotion of Arts and Cultural Heritage Education in
Museums (pp. 363–370). https://doi.org/10.1007/978-
3-030-12453-3_41
Tommasi, C. (2021). Modalities of valorisation and
promotion of cultural heritage through ICT: Adding
new milestones to the “standard” practice. The
International Archives of the Photogrammetry, Remote
Sensing and Spatial Information Sciences, XLVI-M-1–
2021, 745–752. https://doi.org/10.5194/isprs-archives-
XLVI-M-1-2021-745-2021
Wojciechowski, R., Walczak, K., White, M., & Cellary, W.
(2004). Building Virtual and Augmented Reality
museum exhibitions. Proceedings of the Ninth
International Conference on 3D Web Technology, 135–
144. https://doi.org/10.1145/985040.985060
Yun, H. (2023). Combining Cultural Heritage and Gaming
Experiences: Enhancing Location-Based Games for
Generation Z. Sustainability, 15(18), 13777.
https://doi.org/10.3390/su151813777
Gamification in Architecture: The Future Interface in Design as an Incentive to Participatory Democracy
811