2010
DOI: 10.1007/s10055-010-0177-3
|View full text |Cite
|
Sign up to set email alerts
|

Developing serious games for cultural heritage: a state-of-the-art review

Abstract: 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-ofthe-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 a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
155
0
4

Year Published

2012
2012
2024
2024

Publication Types

Select...
5
3
1

Relationship

0
9

Authors

Journals

citations
Cited by 283 publications
(159 citation statements)
references
References 108 publications
0
155
0
4
Order By: Relevance
“…This is supported by a broadening range of simulations in domains such as management or cultural heritage. Anderson et al [21] investigated the use of serious games in the field of cultural heritage and drew attention to the increasing provision of modding tools as an intrinsic part of many commercial games, allowing for them to be adapted for educational purposes. From a design perspective, accuracy is a key feature for any wargame or historical simulation.…”
Section: Related Workmentioning
confidence: 99%
“…This is supported by a broadening range of simulations in domains such as management or cultural heritage. Anderson et al [21] investigated the use of serious games in the field of cultural heritage and drew attention to the increasing provision of modding tools as an intrinsic part of many commercial games, allowing for them to be adapted for educational purposes. From a design perspective, accuracy is a key feature for any wargame or historical simulation.…”
Section: Related Workmentioning
confidence: 99%
“…For example, a health serious game teaches the skills involved in training future intervention radiologists (Chan, 2012), and a military relevant simulation framework for adapting scenarios in a game engine based upon the user's neurocognitive and psychophysiological state is also proposed (Parsons and James, 2012). The use of games to support cultural heritage purposes is well documented in Anderson, Liarokapis and Peters's investigation, including three types of computer-game-like applications: prototypes and demonstrators; virtual museums; and commercial historical games (Anderson et al, 2010). Chen (2010) implemented Jing-Hang Grand Canal Serious Heritage Game.…”
Section: ■21 Serious Gamementioning
confidence: 99%
“…2); 3) "Would you accept the following graphical style for such a game?" 1 In addition, we asked them 4) whether "Stories of the in-game characters should..." a) "exactly correspond to real stories", b) "be based on real stories", c) "be specifically fabricated for the educational purposes", d) "does not matter". The results are depicted in Tab.…”
Section: Concept Evaluationmentioning
confidence: 99%
“…Majority of students is mildly skeptical towards usage of games in formal schooling system and detailed analysis of their statements supports the idea that games should be used as a supplement only and that the teachers role and consecutive contextualization of the game play and discussions are vital, cf. [1,10,13]. Representative sample of citations of high-schools students 18 or 19 years old: "Simulations [in education] are fine, but it depends on teachers how they will use them."…”
Section: Concept Evaluationmentioning
confidence: 99%