期刊
JOURNAL OF CULTURAL HERITAGE
卷 15, 期 3, 页码 318-325出版社
ELSEVIER FRANCE-EDITIONS SCIENTIFIQUES MEDICALES ELSEVIER
DOI: 10.1016/j.culher.2013.04.004
关键词
Serious games; Digital humanities and heritage; Game-based learning
类别
资金
- EU NoE GALA: Games and Learning Alliance [258169, FP7-ICT-2009.4.2]
Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games - videogames designed for educational objectives - appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness. We finally identify and discuss the most significant challenges in the design and adoption of educational games in cultural heritage. (C) 2013 Elsevier Masson SAS. All rights reserved.
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