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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 currentdoi:10.1016/j.culher.2013.04.004 fatcat:vwxaxpngkzbvzjhf5dtouedvaa