Nano-Games for Cultural Venues: the HEAL game

Author:

Rompa Jenny,Lepouras GeorgiosORCID,Antoniou AngelikiORCID,Pequenão Joao

Abstract

Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games. We define nano-games as short, easy to master, self–contained games of a single level of difficulty, having basic and direct rules that stay unaltered throughout the play and challenge players with clearly defined goals reachable within tens of seconds of gameplay. This approach has been adopted and evaluated in the premises of European Center for Nuclear Research (CERN).

Publisher

Serious Games Society

Subject

General Medicine

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Effects of minimum content in cultural informatics;Proceedings of the 26th Pan-Hellenic Conference on Informatics;2022-11-25

2. Editorial, Vol. 7, No. 2;International Journal of Serious Games;2020-06-15

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