Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290607.3312855
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Designing Performative, Gamified Cultural Experiences for Groups

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Cited by 16 publications
(6 citation statements)
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“…Regarding the publications with the most citations within the dataset (metadata provided by the indexation platforms), Deggim, et al from 2017 titled "Segeberg 1600-reconstructing a historic town for virtual reality visualization as an immersive experience" [17] is the most cited. The following are Vayanou, et al from 2019 titled "Designing performative, gamified cultural experiences for groups" [18], Luimula and Trygg from 2017 titled "Cultural heritage in a pocket: Case study 'Turku castle in your hand'" [19]…”
Section: Type Of Publication Publicationsmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding the publications with the most citations within the dataset (metadata provided by the indexation platforms), Deggim, et al from 2017 titled "Segeberg 1600-reconstructing a historic town for virtual reality visualization as an immersive experience" [17] is the most cited. The following are Vayanou, et al from 2019 titled "Designing performative, gamified cultural experiences for groups" [18], Luimula and Trygg from 2017 titled "Cultural heritage in a pocket: Case study 'Turku castle in your hand'" [19]…”
Section: Type Of Publication Publicationsmentioning
confidence: 99%
“…As an illustration of these different operational concerns, two papers within the dataset can be indicated: "Wine and food tourism gamification. Exploratory study in Peso da Régua" by Dália Liberato, Marta Nunes and Pedro Liberato [29] and "Designing Performative, Gamified Cultural Experiences for Groups" by Maria Vayanou, et al [18]. In the latter, the project's focus is on the advancement of social role of the institution, in this case a museum.…”
Section: Q2 Are the Gamification Projects More Institution-oriented O...mentioning
confidence: 99%
“…We suggest that the museum-like aesthetic and explicit naming of the Donation Hall, as well as the narrative offered by the host, provides a consistency across spaces that eases the transition into and out of VR. The steady context across the museum visit acts as a means to smooth the 'seams' [9] and enable a coherent trajectory that affords creativity, engagement, and personal reflection [71,29]. Transition 4 was returning to the museum.…”
Section: Transitioning Between Spacesmentioning
confidence: 99%
“…We first conducted a series of playtesting sessions with physical materials in different environments and exhibitions, exploring the game's affordances and requirements [7,8]. We then produced to a mobile-based design to support the proposed game, leveraging the visitors' personal handheld devices as game controls [9]. Moving one step further, we currently investigate how the artists of cultural collections may be involved in the described game experience.…”
Section: Introductionmentioning
confidence: 99%
“…We report a series of results that demonstrate the benefits of the suggested approach, combining participants' qualitative feedback to behavioural observations. The secondary objective of the study was to evaluate two new components that were recently introduced in the mobilebased game design [9], namely the Speeding and the Guessing bonus, guiding following game iterations.…”
Section: Introductionmentioning
confidence: 99%