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Encouraging persons to visit cultural sites through mini-games

Massimo Mecella, Francesco Leotta, Andrea Marrella, Federico Palucci, Chiara Seri, Tiziana Catarci
2018 EAI Endorsed Transactions on Serious Games  
Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general.  ...  The authors would like to thank Lorenzo Podda, Alessandro Viola and Anna Zecchinelli, who contributed to an initial prototype.  ...  The Encouraging persons to visit cultural sites through mini-games Figure 13 .  ... 
doi:10.4108/eai.4-1-2018.153531 fatcat:3s73hg42dvbutoldrcfz4ndynu

Serious Games: Valuable Tools for Cultural Heritage [chapter]

Stavroula Bampatzia, Ioannis Bourlakos, Angeliki Antoniou, Costas Vassilakis, George Lepouras, Manolis Wallace
2016 Lecture Notes in Computer Science  
For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social  ...  Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project.  ...  This research has been performed within the CrossCult: "Empowering reuse of digital cultural heritage in context-aware crosscuts of European history", funded by the European Union's Horizon 2020 research  ... 
doi:10.1007/978-3-319-50182-6_30 fatcat:gw4dsmggj5cxzhmn35jlgo33ya

Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage

Kalliopi Kontiza, Antonios Liapis, Catherine Emma Jones
2020 International Conference on the Foundations of Digital Games  
for cultural heritage.  ...  A comprehensive summary of the literature for conducting museum visitor evaluations is needed in order to understand how to measure the impact of gamification on user engagement, and the enhancement of  ...  Based on this satisfactory result the mini-games were connected to the app, through an online social site of the Cross-Cult ecosystem, for profiling purposes in order to deliver a more personalised experience  ... 
doi:10.1145/3402942.3403009 dblp:conf/fdg/KontizaLJ20 fatcat:kxkrcclhtzchngwy3jxcts3sc4

Green My Place: Evaluation of a Serious Social Online Game Designed to Promote Energy Efficient Behaviour Change

Benjamin Ultan Cowley, Chris Bateman
2017 International Journal of Serious Games  
The pressing problems of climate change and energy insecurity can both, to a degree, be addressed by improving efficiency and conservation of energy use.  ...  A key driver of energy conservation is the consumer market, illustrating the important need to educate citizens towards adopting more sustainable practices.  ...  For example, visits to mini-games, completed mini-games, etc.  ... 
doi:10.17083/ijsg.v4i4.152 fatcat:fmcdzcw6rzbgrhtk7ggrthx5ye

Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

Irini Malegiannaki, Τhanasis Daradoumis
2017 Computers & Education  
It analyzes 34 games which intend to enable a physical or virtual interaction with a cultural place and its objects.  ...  The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships  ...  ., 2003) motivate the player to visit historical points and solve mini games in Matera and Venice respectively (see 3.1.1, 3.1.2 and 3.1.3). Explore!  ... 
doi:10.1016/j.compedu.2017.01.007 fatcat:2na2khvjf5fz3coih3zqkagria


Jennifer Bohn, Maximilian Eibl, Arne Berger, Stefanie Müller
2014 Proceedings of the 2014 ACM International Workshop on Serious Games - SeriousGames '14  
The game prepares the foreign exchange students coming to Germany for typical German peculiarities.  ...  Games are a convenient method of preparing foreign exchange students for the challenges they are going to encounter living in a foreign country.  ...  It simulates mini cultural shocks for each of its participants while they move through a variety of cultural configurations.  ... 
doi:10.1145/2656719.2656722 dblp:conf/mm/BohnEBM14 fatcat:ukvis5zo55cjvb3bobj3fueefa

Gamification in Tourism: A Design Framework for the TRIPMENTOR Project

Elina Roinioti, Eleana Pandia, Markos Konstantakis, Yannis Skarpelos
2022 Digital  
Gamification is a critical component of the project; it relates users to specific sites and activities, improves their visiting experiences, and encourages a constant interaction with the application through  ...  In TRIPMENTOR, gamification serves both as a tourism marketing strategy and as a tool for encouraging users to share their experiences while exploring Attica in a way designed to meet their personal needs  ...  Finally, Loss and Avoidance received 1/10 points solely due to the "Mini-games challenge", whose short duration and quick start encourage participation.  ... 
doi:10.3390/digital2020012 fatcat:ptihcfzfcrgkvm7hy5z7vbsi5i

Learning cultural heritage by serious games

Michela Mortara, Chiara Eva Catalano, Francesco Bellotti, Giusy Fiucci, Minica Houry-Panchetti, Panagiotis Petridis
2014 Journal of Cultural Heritage  
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  ...  Acknowledgments This paper has been partially supported by the EU NoE "GALA: Games and Learning Alliance", contract no. 258169, FP7-ICT-2009.4.2.  ... 
doi:10.1016/j.culher.2013.04.004 fatcat:vwxaxpngkzbvzjhf5dtouedvaa

Game-Based Learning in Museums—Cultural Heritage Applications

Marijana Ćosović, Belma Ramić Brkić
2019 Information  
It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural  ...  This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.  ...  Furthermore, Beavis et al. did a pilot study with the educational game "The Voyage" to see if "curriculum-focused museum programs that synthesize game-playing with on-site experiences" encourage education  ... 
doi:10.3390/info11010022 fatcat:o7rewmvh75gx5neorivggyzcti

'Now everything looks like a game'

Debra Polson, Colleen Morgan
2007 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology - Mobility '07  
It presents SCOOT; a location-based game in order to investigate how aspects of game-play can be employed to evoke at once playful and culturally meaningful experiences of place.  ...  This paper explores how we may transform peoples' perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices.  ...  Players are sent vital clues via SMS challenging them to find and solve clues by playing mini games in both worlds in order to reveal the dynamics of the site and progress in the game.  ... 
doi:10.1145/1378063.1378190 dblp:conf/mobility/PolsonM07 fatcat:rccqpcz47bd37erfzfaucjrmli

Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea

Marco Cozza, Salvatore Isabella, Paola Di Cuia, Alessandro Cozza, Raffaele Peluso, Vincenzo Cosentino, Loris Barbieri, Maurizio Muzzupappa, Fabio Bruno
2021 Heritage  
The purpose of the game is twofold: to engage diver and non-diver tourists into a virtual interactive exploration of underwater sites through digital storytelling and challenges; to increase awareness  ...  Serious games, in fact, have been successfully applied to different fields, including education, health, tourism, and cultural heritage.  ...  in visiting the actual underwater sites in real life to learn more about the story behind the game they played.  ... 
doi:10.3390/heritage4040220 doaj:9d3e63c44fb14cbaac4f7273175f6d32 fatcat:o5zixam5gzdqxkjf4rrymw7i7q

Mobile Games for a house museum

Davide Spallazzo, Ilaria Mariani
2021 Convergências - Revista de Investigação e Ensino das Artes  
mechanics, specifically designed to leverage the fascinating museum space, and (iii) the ability of such games to stimulate social engagement.  ...  The paper discusses a formal didactic activity in a higher education context, which brought to the design, development, and testing of thirteen Location-Based Mobile Games (LBMGs) for the Bagatti Valsecchi  ...  On the one hand, the games transformed the cultural visit into an occasion for reinforcing strong social ties (Granovetter, 1983) .  ... 
doi:10.53681/c1514225187514391s.27.63 fatcat:ztkbynusbzc7pk3oinxjfqingu

Mapping of Co-Creation Resources in Lekki Conservation Centre and Omu Resort Lagos, Nigeria

Olalekan Tunde-Ajayi, Bukola Omotomilola Adetola
2020 Journal of Tourism Management Research  
Research concluded that more facilities promoting value co-creation should be added at tourism sites for destinations to have a competitive edge in the tourism market since tourists now enjoy being in  ...  control of how values are created for themselves through active participation and interaction with other tourists.  ...  Co-creation activities also encourage the active participation of tourists which can enhance satisfaction with the tourism destination as stated by (Lončarić, Prodan, & Dlačić, 2017 ) that through satisfaction  ... 
doi:10.18488/journal.31.2020.71.102.109 fatcat:onlokgn4yzdmzpxkhyyhktv3cu

Serious games and the gamification of tourism

Feifei Xu, Dimitrios Buhalis, Jessika Weber
2017 Tourism Management  
8 level of satisfaction, as well as increase brand awareness and loyalty to the destination. 9 As one of the first attempts to conceptualise gamification of tourism, this paper 10 examines gaming in general  ...  terms and the application of it in specific tourism fields. 11 It identifies game design elements that can contribute to a meaningful gamification.  ...  In 327 fact, some games are specifically designed to raise brand awareness, to encourage 328 travellers to visit a place.  ... 
doi:10.1016/j.tourman.2016.11.020 fatcat:elg7gljwzzgslpyfuo5556debq

New frontiers and future directions in interactive marketing: Inaugural Editorial

Cheng Lu Wang
2021 Journal of Research in Interactive Marketing  
, visit websites and play games.  ...  Livestreaming media are particularly effective in creating fandom through interactive multimedia communications by paying top game players who invite followers to watch them playing at game-streaming sites  ... 
doi:10.1108/jrim-03-2021-270 fatcat:xmo2xkhnzbdo3oke7gbq2sxm4i
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