2019
DOI: 10.1007/978-3-030-34350-7_42
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A Serious Game Design and Evaluation Approach to Enhance Cultural Heritage Understanding

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Cited by 9 publications
(5 citation statements)
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“…Digital games are usually used for entertainment and have the ability to engage players, thanks to the games' interactive nature [Bal07a]. Games that do not have entertainment as their primary purpose are called serious games, which, among other purposes, are used for education, the promotion of cultural heritage [Tsi19a], the improvement of well-being aspects [Why15a], and even cognitive training [Kat19a]. Serious games could Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page.…”
Section: Introductionmentioning
confidence: 99%
“…Digital games are usually used for entertainment and have the ability to engage players, thanks to the games' interactive nature [Bal07a]. Games that do not have entertainment as their primary purpose are called serious games, which, among other purposes, are used for education, the promotion of cultural heritage [Tsi19a], the improvement of well-being aspects [Why15a], and even cognitive training [Kat19a]. Serious games could Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page.…”
Section: Introductionmentioning
confidence: 99%
“…By adding and enhancing the educational perspective, a game is converted into a serious one (SG), which can simultaneously be an entertaining and an interpretive tool [5][6][7]. The better the design of such an application, the more effective it is [8,9]. Cultural Heritage and History is an inexhaustible source that provides interesting and meaningful stories for the creation of game scenarios for digital applications.…”
Section: Introductionmentioning
confidence: 99%
“…c) Post-test knowledge acquisition and immersion assessment: to measure the knowledge acquisition gain of the participants about the cultural information presented in each application, we used a post-test questionnaire, following common practice [Tsita and Satratzemi 2019]. To avoid memorization and bias effects, we performed the post-test questionnaire a few weeks after the experiment sessions, which is an adequate time period to mitigate such effects [Dunnewold 2014, Elley 1989].…”
Section: Methodsmentioning
confidence: 99%
“…Besides immersion, the design of cultural-heritage applications aims to provide information on varying aspects related to cultural heritage, such as cultural awareness, historical reconstruction, and heritage awareness [Mortara et al 2014], through several activity types [Malegiannaki and Daradoumis 2017], and the use of varying technological contexts and techniques [Anderson et al 2010]. Like immersion, knowledge acquisition has been widely used to evaluate cultural-heritage experiences and interactive systems [D'Alba and Jones 2013, Mikalef et al 2013, Tsita and Satratzemi 2019.…”
Section: On the Requirements Of Cultural-heritage Applicationsmentioning
confidence: 99%
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