4 research outputs found

    Playing Games with Tito:Designing Hybrid Museum Experiences for Critical Play

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    This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges

    Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

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    Integrating game-based approaches with learning constitutes a prevailing trend in education and training, applied in several domains, one of which is cultural heritage. The present paper attempts a literature review of such approaches developed in the cultural domain. It analyzes 34 games which intend to enable a physical or virtual interaction with a cultural place and its objects. The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships they create. Finally, given the need for a better understanding of games effectiveness for learning and training, we examine the reported outcomes of the reviewed games

    Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

    No full text
    Integrating game-based approaches with learning constitutes a prevailing trend in education and training, applied in several domains, one of which is cultural heritage. The present paper attempts a literature review of such approaches developed in the cultural domain. It analyzes 34 games which intend to enable a physical or virtual interaction with a cultural place and its objects. The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships they create. Finally, given the need for a better understanding of games effectiveness for learning and training, we examine the reported outcomes of the reviewed games
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