| 
                    Authors
                 | Y. Tisserand | 
| N. Magnenat-Thalmann | |
| L. Unzueta | |
| M. T. Linaza | |
| A. Ahmadi | |
| N. E. O'Connor | |
| N. Zioulis | |
| D. Zarpalas | |
| P. Daras | |
| 
                    Year
                 | 2016 | 
| 
                    Venue
                 | Mixed Reality and Gamification for Cultural Heritage, Springer-Nature, M Ioannides, N. Magnenat-Thalmann, G. Papagiannakis (Eds), ISBN 978-3-319-49607-8, DOI 10.1007/978-3-319-49607-8, 2016. | 
| 
                    Download
                 |  | 
This chapter reviews an example of preservation and gamification sce-nario applied to traditional sports. In the first section we describe a preservation technique to capture intangible content. It includes character modelling, motion recording and animation processing. The second section is focused on the gamifi-cation aspect. It describes an interactive scenario integrated in a platform that in-cludes a multi-modal capturing system, a motion comparison and analysis as well as a semantic based feedback system. View