Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games

Author:

DaCosta BoaventuraORCID,Kinsell Carolyn

Abstract

The overwhelming growth and popularity of mobile devices and games have motivated initiatives to explore mobile and augmented reality to bring the physical and virtual together. While several domains have been the recipient of such focus, particular importance has been placed on the cultural heritage (CH) field, with examples demonstrating the promise of location-based games (LBGs) at enhancing the CH experience aimed at promoting awareness. Games like Pokémon GO have exacerbated the appeal of LBGs, showing that they can be as popular as blockbuster video games. However, as much potential as LBGs have in raising CH awareness, they can be challenging to build because, unlike their commercial counterparts, their primary aim is learning, emphasizing the cultural significance of the real-world location rather than augmented assets. With limited research that explicitly identifies elements in creating these games in CH contexts, this work aimed to identify design practices and considerations in the design of LBGs. This work is intended for educators, researchers, instructional designers, game developers, and those in the CH field interested in exploring creative ways to embody a deeper understanding of and appreciation for CH.

Publisher

MDPI AG

Subject

Public Administration,Developmental and Educational Psychology,Education,Computer Science Applications,Computer Science (miscellaneous),Physical Therapy, Sports Therapy and Rehabilitation

Reference96 articles.

1. RAGE architecture for reusable serious gaming technology components;Westera;Int. J. Comput. Games Technol.,2016

2. Best practices for an effective design and evaluation of serious games;Catalano;Int. J. Serious Games,2014

3. Ioannides, M., Magnenat-Thalmann, N., and Papagiannakis, G. (2017). Mixed Reality and Gamification for Cultural Heritage, Springer.

4. Dive in the past: A serious game to promote the underwater cultural heritage of the Mediterranean Sea;Cozza;Heritage,2021

5. Husen, T., and Postlethwaite, T. (1989). The International Encyclopedia of Education: Supplementary Vol, Pergamon Press.

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3