4.3 Article

Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy

期刊

CULTURAL TRENDS
卷 31, 期 1, 页码 3-22

出版社

ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/09548963.2021.1910490

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Gamification; serious games; cultural institutions; digital heritage; digital marketing; game tourism

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The article discusses the application of serious games in cultural heritage and highlights the increasing involvement of cultural institutions in producing serious games. Through a case study, Mi Rasna game, the article explores the role of games in promoting cultural heritage and tourism.
This article deals with the application of serious games to cultural heritage. Through an overview of the growing importance of gamification in promoting cultural sites and museum collections, the research highlights the changing practices of cultural institutions, which are increasingly involved in producing serious games, considering them as strategic digital marketing tools to promote cultural heritage and tourism in addition to their traditional learning by playing function. The article explores a case study, namely Mi Rasna, a game on the Etruscan society commissioned by several Italian cultural institutions.

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