Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy
Following the implementation of the petrochemical industry, the population of Camp de Tarragona began living with a chemical risk, and after two consecutive years of chemical-related accidents with fatalities (in 2019 in the firm Carburos Metálicos, and in 2020 in the firm IQOXE), it is necessary to know the population’s perception of this activity. Therefore, this study aims to analyze the population’s risk perception regarding the petrochemical industry, by applying a Public Participation Geographic Information System (PPGIS). To this end, the risk perception data obtained from the PPGIS were correlated with the sociodemographic data from the surveys; an analysis was made of the perceived risks associated with this activity and what its possible effect would be on a territorial level, always from the point of view of the surveyed public. The results showed that the population clearly identifies on the map what the main sources of chemical risk are and which places would be affected by a possible explosion. In addition, it was verified that certain sociodemographic characteristics, such as gender or age, affect people’s perception of the risk, and that the weather conditions and anomalous situations within the industry also influence people’s perception, indicating high values of danger.
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