9,696 research outputs found
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Narrative approaches to design multi-screen augmented reality experiences
This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830âs, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
Children and the internet: An exploration of Year 5 pupilsâ online experiences and perceptions of risk
The internet is becoming increasingly integral to childrenâs lives. Consequently, it is vital that children are educated in how to protect themselves online and how to become responsible online users. This action research study addresses significant gaps in existing research by exploring childrenâs online experiences, alongside their understandings of risk, from their own perspective, in order to inform a personalised and relevant internet safety curriculum within the research setting. The study utilises a mixed-methods approach, combining a comprehensive quantitative survey with a subsequent qualitative group interview with a sample of 14 participants. Findings suggest that, despite being proficient online users with an awareness of what constitutes online risk, many children largely fail to apply this knowledge to their own online practices. The study demonstrates the importance of educators and schools understanding childrenâs online activities in order to respond to their needs and concerns effectively. Based on the research findings, it is recommended that similar research is actioned across primary schools, and that schools appoint pupils as internet safety ambassadors to provide educators with insights into childrenâs current online activities, alongside providing peer guidance and support from a pupil perspective. These recommendations could be significant for the online safety education of children and young people in the wider context
Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games
Video games have emerged as a promising tool for enhancing engagement with cultural
heritage. However, there is limited knowledge about how existing games can effectively fulfill this
role. This study compiled and analyzed 100 video games based on cultural heritage by adapting
an existing framework that includes 10 game attributes for a comparative statistical analysis of the
gamesâ engagement features. These features include narrative-driven gameplay, information capsules,
task-driven learning, ease of play, identity-driven content, open-world exploration, people-centered
perspectives, meaningfulness, simulation, and verisimilitude. The analysis revealed that while the
majority of games adhered to most of the recommended attributes, features such as task-driven
learning, open-world exploration, and simulation were either uncommon or rare. These findings
highlight a significant opportunity to develop games that incorporate these underrepresented features,
thereby providing more immersive and engaging experiences in heritage education. Furthermore,
the study offers a systematic overview of existing games that represent cultural heritage, serving as a
valuable resource for developers, designers, and educators in this field.Predoctoral fellowship from the
Spanish Ministry of Universities (FPU20/00281)Project
âInfluence of Video Game Addiction on the Adolescent Population of Andalusia in Educational and
Family Contexts (PRY127/22)â, funded by the Andalusian Studies Centre Foundation (CENTRA
Pervasive Gaming: Testing Future Context Aware Applications
More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.
Key factors and network model for location-based cultural mobile game design
The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway cultural heritages, we attempted to assess interdependent relationships between key factors crucial for the design of a location-based mobile game for cultural heritages. We adopted the analytic network process (ANP) for our assessment. We initially performed a literature review to generalize relevant criteria and elements and developed a questionnaire based on the fuzzy delphi method (FDM); which lead to the selection of key factors, namely 3 criteria and 15 elements. We also applied an online ANP-based questionnaire; on the basis of the experts' opinions, we established a network model and determined the priority order of the key factors. The results revealed that experts considered âculture learningâ to be of the highest importance, with the most important three elements being âprior knowledge,â âchallenge levels,â and âcultural narrative.â Moreover, culture learning exhibited a strong interaction with content design. In addition, each element had a considerable influence on the remaining elements that could provide references for the construction of location-based cultural mobile games in the future
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