Muci, IreneVeggi, ManueleMarasco, AlessandraBucciero, AlbertoPescarin, SofiaSpotti, SamueleCampana, StefanoFerdani, DanieleGraf, HolgerGuidi, GabrieleHegarty, ZackaryPescarin, SofiaRemondino, Fabio2025-09-052025-09-052025978-3-03868-277-6https://doi.org/10.2312/dh.20253303https://diglib.eg.org/handle/10.2312/dh20253303This paper presents Ozan1982, a gamified experience aimed at engaging tourists with the New Archaeological Museum of Ugento and promoting the discovery of the surrounding territory. Developed through a collaboration between the Municipality of Ugento and the CNR-ISPC, the project leverages mobile technology, storytelling, and 3D-printed replicas of archaeological artifacts to foster cultural engagement. Tourists follow an interactive mystery narrative by scanning QR codes placed on colorful replicas along the sea-side, collecting clues that ultimately invite them to visit the museum. Pilot testing conducted at the TourismA event in Florence demonstrated positive results: the majority of users reported increased curiosity, a willingness to visit the museum, and a desire to recommend the experience.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → Interaction design; Applied computing → Fine artsHuman centered computing → Interaction designApplied computing → Fine artsA Serious Game Strategy from Coastal Leisure to Cultural Discovery of an Archaeological Museum. The "Ozan1982" Application.10.2312/dh.202533034 pages