EUROTHENTICA, THE TRANSATIONAL CULTURAL HERITAGE ROUTE: Following the COE tradition for the European Cultural Routes, DIVERTIMENTO innovates not through the assemblage of geo-locations across a line, but with an integrative experience at each location. By defining the places as the great imperative a scenario full of objects is created for each place represented, enabling visitors to select desired objects in the locations of interest with a total of 70 different heritage objects unified as a pluralistic experiences in the Project Area. Capturing realism and providing for emotional impact creating bridges between areas interpreted and visitors the Transnational Cultural Route EUROTHENTICA becomes an interactive learning space, revealing common values and cultural diversity in the Project Area, raising the awareness of policy makers and the general public for the values and fragility of European natural ecosystems and cultural diversity.

EUROTHENTIC: The eBook for iOS and readable on Android: The value resides in the value proposition for selling the heritage product developed by the Transnational Partnership in the Project Area.The eBook shall incorporate the advanced version of EUROTHENTICA, the Project’s Cultural Route (WP5/Act._5.2/Output 1), both technologically and in terms of contents. It will be offered to iOS and Android users and will be downloadable directly at the Appstore. The iBook will operate as a speaking object interacting with readers at a cognitive-emotional and not only technical level. This interaction stimulates the creation, provision and use of innovative digital services building on and interoperating with existing infrastructures.

EUROTHENTICS: THE HERITAGE GAMES: DIVERTIMENTO offers an unprecedented opportunity in the tourism sector to apply gamification and making technology more engaging, by encouraging the audience to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans' psychological predisposition to engage in gaming. It is common ground that gamification encourages people to perform tasks that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites. Available data from gamified websites, applications, and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness, or learning. DIVERTIMENTO will capitalize on gamification methodology and present 7 heritage games complementary to EUROTHENTICA, the Transnational Cultural Heritage Route. New methodologies of learning allow for the acquisition of knowledge, skills, and basic competencies are becoming participatory in nature, where learning is produced by means of the student’s personal experience. In this sense, education and gamification go hand in hand, not only in a new technological environment, but also in an educational one as well.