Serious Games & Cultural Heritage: A Case Study of Prehistoric Caves (original) (raw)
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Serious Games & Cultural Heritage: A Case Study of Prehistoric Caves
Virtual Systems and Multimedia, 2009
The creation and development of multimedia devices destined for the general public pose many questions for designers. In this article we present two multimedia applications -a Serious Play and a Serious Game -which were part of an experiment performed in 2006. This article will present both devices designed specifically for the promotion of a prehistoric heritage site -the Gargas caves -and describe how they were received by the general public. The aim of this task was to identify the added value of video play and video game items within the context of everyday use by the general public, and particularly by children.
Raising Awareness for Digital Heritage through Serious Game
In this study, the serious game is conceptualized as a digital medium to convert archaeological knowledge into playable interactions via a case study in the ancient city of Teos. The Teos of Dionysos Game is a digital platform that allows players without specialist computer skills to explore the archaeological knowledge and experience an ancient urban setup. A mythological story about the God Dionysos has been verbally and visually transcribed and adapted for four distinctive settings of this ancient site. The familiar realm of an interactive space, navigated by intuitive behaviours in a game setting, conveys archaeological data, allowing players to build an empathic understanding of ancient architecture. Diverse stakeholders have already tested a mobile game prototype in a workshop, which explored whether those without a prior historical background can advance their existing knowledge through activities that aim at providing entertainment.
ISCAR 2019 e- proceedings, 2019
Cultural and historical heritage is a precious, unique and irreplaceable asset for every place in the contemporary world. This spots the responsibility on modern society to safeguard and preserve it, as well as to convey it to the next generations. The ability of digital games to act, as virtual learning environments, and as tools for the dissemination of cultural heritage, has already been extensively documented, but their use in this scientific area remains limited. This study concerns the evaluation of two digital games of historical and cultural content. These are “Secrets of the past DION” designed by “Culturplay” and “Ancient Greek Temple” developed by the “Department of Information and Education of the Acropolis Restoration Service (YSMA)”. The games were randomly selected and are addressed to adults and children. The first was designed for mobile devices and PCs and includes views of high-quality 3D reproductions of ancient Greek artefacts and the second is a free online educational digital application about the architecture of the ancient Greek temple. In order to assess these two games we used the four criteria of the Kirkpatrick evaluation model. The criteria were: Reaction, Learning, Behavior, Results. We found that the specific digital games meet the above mentioned criteria. In conclusion, it seems that digital games of cultural historical content, can be used as an intriguing learning alternative, and should be considered as useful tools for the dissemination of the cultural-historical heritage of a country.
magazén, 2021
In the last decades, digital technologies have pervaded every aspect of the production of archaeological knowledge and they have been massively used to communicate the past. This contribution analyses the potential and benefits of serious games as they appear a promising tool for engaging the users in active learning of cultural contents, for attracting new audiences and promoting knowledge and awareness around archaeological heritage. Moreover, the need for multidisciplinary collaborations between archaeologists and developers and the necessity of assessment studies on learning levels to implement their effectiveness will be highlighted.
Cultural Heritage and Environmental Communication Through Digital Games
The PAC-PAC research project of the University of Cagliari explores the potential of video games in promoting, valorizing, and communicating cultural heritage. Through the creation of digital games set in less well-known cultural sites, the project aims to investigate how such ludic experiences could influence touristic interest and cultural heritage divulgation.
Serious Games for and as Cultural Heritage
Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual media able to incorporate virtual heritage in amazing and highly appealing way. At the same time, each video game represents a valuable artifact reflecting technological, socioeconomic and historical issues of its creation. Therefore, video games are an essential and integrated part of modern cultural heritage and themselves need preservation efforts. The present paper discusses video games as a modern tool for presenting cultural heritage by integrating art, storytelling and digital technology. It focuses on both entertainment games and serious games for cultural heritage and provides some illustrative examples of such games with discussing their approach and novelty. On the other hand, video games are viewed as interactive artifacts been a valuable part of modern cultural heritage, which requires specific efforts for their preservation together with technological platforms and gaming environment.
Design Criteria for Pervasive Games in Historical Sites
The Academic Research Community Publication, 2018
Video games can be considered a strong asset in the tourism industry. It is a form of media that allows for interactive experiences. It also allows the virtual reconstruction of historical sites and cities that are difficult or impossible to reconstruct physically, thus, introducing historical sites to a new generation. Pervasive gaming (playing on site) can help augment the tourist's experience by using 21st-century technologies, such as augmented reality, to reconstruct the site virtually and to let the player experience the history of the sites in a more engaging way. This paper aims to provide stakeholders (decision makers, preservation professionals, and game designers) with a guide on how to start the development process of a pervasive game in historical sites for the purpose of promoting the Egyptian architectural heritage to the next generation according to their understanding capacity and expectations. This paper presents pervasive gaming as a platform for the virtual restoration of historical monuments as well as the revival of the intangible aspects of these sites, particularly the historical stories associated with them.
Why so Serious? Raising Curiosity Towards Cultural Heritage with Playful Games
2016
Serious games have an important role in supporting access to cultural heritage through storytelling and game mechanics. These games, however, are more suitable for learning environments: in order to stimulate people to look for cultural content, other means are necessary. In this paper we present our view on the role playful games may have in eliciting curiosity and how a specific gaming mechanics, customised characters building, may change the way technological systems contribute in attracting people to cultural sites.
griffith . edu . au Gameplay as Interpretative Cultural Heritage
2017
This paper investigates how digital media and screen-based navigation can be utilised to provide engagement with prehistory. In light of the importance of material remains and the increased pressure of tourism, it is important to find creative solutions to physical visitation that continue to provide meaningful experiences for visitors. Rather than revisiting the more familiar questions of digital preservation and conservation, the paper explores how computer game techniques can be applied to create compelling cultural experiences. Rethinking digital interaction for cultural heritage is located in the architecture of Mnajdra, a Maltese Megalithic temple and recent work by game researchers and archaeologists. Focusing on the spatial structure of the oldest freestanding monument the paper proposes that the role of spatial navigation and praxis is central to an embodied understanding of the past. It extends on the phenomenologically inspired investigations on the Mnajdra temple by Chri...