Why Quests Increase Dwell Time and Curiosity

How gamified heritage experiences turn passive sightseeing into active discovery — and what it means for youth work

Ask a 19-year-old to spend two hours in a town square reading information panels and you will likely lose them at minute four. Ask the same young person to crack a cipher hidden in the façade of the town hall, unlock a story about a 17th-century printer who once worked there, and earn a badge that nudges them to the next location — and suddenly two hours feels short. That shift, from passive viewing to active doing, is the core reason quests have become one of the most promising tools in cultural heritage work with youth. It is also why Civic Heritage Quest was built around 18 interactive quests, half geolocated on real sites and half virtual.

From scrolling to standing still

Dwell time — the number of minutes a visitor actually spends engaging with a place — is the metric heritage professionals quietly obsess over. The longer someone lingers, the more meaning they build, and the more likely they are to come back, recommend the site, or care about its protection. Traditional walking tours plateau quickly with a digital-native audience: the format competes badly with the phone already in their pocket. Quests flip that competition into cooperation. The phone becomes the gateway to the place, not the escape from it.

Studies on gamified urban exploration consistently report engagement uplift of roughly 60% compared with conventional tours, and the mechanism is not mysterious. A quest gives players a goal, immediate feedback, a sense of progress, and a reason to look up. Each unlocked clue is a small dopamine hit tied to a specific stone, statue, or street name. Curiosity is rewarded, so curiosity multiplies.

What European projects are already showing us

Several initiatives across Europe have tested this logic with real audiences:

  • xFORMAL (Marie Skłodowska-Curie RISE programme) treats cultural sites as informal classrooms, layering quests, challenges and rewards over heritage walks. Evaluations highlight that gamified missions move tourists from spectators into participants, deepening their grasp of local history.

  • Palimpsest Cities, an Erasmus+ higher-education project, uses gamification and digital storytelling to reveal the layered architectural history of multicultural European cities, helping learners bond with places they walked past daily without noticing.

  • TuoMuseo in Italy designs apps and mobile games for museums, theatres and regions; their narrative-driven missions have been adopted by public cultural bodies precisely because they encourage visitors to physically move through sites rather than skim a label.

  • DiOtherCity, an Erasmus+ project where ARTeria Foundation participated — also a Civic Heritage Quest partner — aimed at training cultural and creative professionals across Europe to design alternative city tours of peripheral and overlooked neighbourhoods using augmented reality, geolocation and ebooks. Sample tours were piloted in Mons, Barcelona, Dresden, Paris, Bologna and Gliwice, showing that quest-style narratives work just as well in a suburb as on a UNESCO site — sometimes better, because the discovery feels genuinely new.

Even the Pokémon GO phenomenon, for all its noise, taught the sector a usable lesson: museums and historic sites across the EU saw measurable spikes in younger visitors precisely because the game gave them a reason to be there. The heritage was the same; the framing was different.

Why this matters for youth workers

Quests are not just an engagement trick. For youth aged 16–26, they hit three civic muscles at once: digital literacy (navigating apps, geofencing, interpreting digital clues), cultural appreciation (decoding symbols, names and stories embedded in their own neighbourhoods), and active citizenship (the sense that a place belongs to them because they understand it). Curiosity, in this setup, becomes a transferable habit — the same instinct that drives someone to solve a puzzle on a façade can be channelled into asking questions at a town council meeting.

For youth workers, the practical takeaway is simple: a well-designed quest does the hard work of motivation for you. Your role shifts from delivering content to facilitating reflection — debriefing what young people noticed, felt and questioned during the walk. The Civic Heritage Quest implementation booklet is designed precisely for that pivot: equipping educators to embed quests into existing youth programmes without needing to become game designers themselves.

The bottom line

Heritage does not need to be louder to reach young people. It needs to be playable. When a city becomes a game board and a square becomes a puzzle, dwell time stops being a number we chase and starts being a side effect of genuine curiosity. That is the hope that Civic Heritage Quest is created on — stay tuned to see what we will do.

References

Marchesini, S., Di Nuzzo, A., & Siri, A. (2024). Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning (version 2; peer-reviewed). Open Research Europe, 3, 93. https://doi.org/10.12688/openreseurope.15321.2

Trindade, N. R., Tymoshchuk, O., & Antunes, M. J. (2023). A systematic literature review of gamification in/for cultural heritage: Levelling up, going beyond. Heritage, 6(8), 6700–6719. https://doi.org/10.3390/heritage6080312

Wang, H., Gao, Z., Zhang, X., Du, J., Xu, Y., & Wang, Z. (2024). Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions. Telematics and Informatics Reports, 15, 100150. https://doi.org/10.1016/j.teler.2024.100150