The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Learning cultural heritage by serious games
Open accessAbstract
Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games - videogames designed for educational objectives - appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness. We finally identify and discuss the most significant challenges in the design and adoption of educational games in cultural heritage.
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Cites
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Cited by
Cultural tourism: A review of recent research and trends
Richards, G. (2018) · Journal of Hospitality and Tourism Management · doi:10.1016/j.jhtm.2018.03.005 · Cited by 1,312
Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications
Boboc, R. G., Băutu, E., Gîrbacia, F., Popovici, N., & Popovici, D.-M. (2022) · Applied Sciences · doi:10.3390/app12199859 · Cited by 387
Survey: Using Augmented Reality to Improve Learning Motivation in Cultural Heritage Studies
González Vargas, J. C., Fabregat, R., Carrillo-Ramos, A., & Jové, T. (2020) · Applied Sciences · doi:10.3390/app10030897 · Cited by 97
Li, X.-Z., Chen, C.-C., Kang, X., & Kang, J. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.943277 · Cited by 50
Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum
Othman, M. K., Aman, S., Anuar, N. N., & Ahmad, I. (2021) · Journal on Computing and Cultural Heritage · doi:10.1145/3453073 · Cited by 45
Metadata
- Authors
- Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P.
- Venue
- Journal of Cultural Heritage
- Publisher
- Elsevier BV
- Published
- 2014-05
- Volume
- 15
- Issue
- 3
- Pages
- 318-325
- ISSN
- 1296-2074 (ISSN-L)
- OpenAlex
- W2061675541
- Cited by
- 691
- References
- 1
- FWCI
- 40.74
- Type
- journal article
- Language
- en
- Open access
- green
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- Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage. https://doi.org/10.1016/j.culher.2013.04.004
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.